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		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-05-15T02:32:23Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6859</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6859"/>
				<updated>2014-04-29T21:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects==&lt;br /&gt;
&lt;br /&gt;
(Work In Progress, I could use help with formatting if anyone's good with wiki formatting)&lt;br /&gt;
&lt;br /&gt;
In addition to unlocking new bonuses, getting a Curse to higher levels will also increase the effects of both the Curse penalty and all Curse powers unlocked.&lt;br /&gt;
&lt;br /&gt;
*Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
*Curse of Shrouds&lt;br /&gt;
&lt;br /&gt;
Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible&lt;br /&gt;
Power 2+: -1 Luck, +3 Constitution&lt;br /&gt;
Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement.&lt;br /&gt;
Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.&lt;br /&gt;
&lt;br /&gt;
*Curse of Nightmares&lt;br /&gt;
&lt;br /&gt;
Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance&lt;br /&gt;
Power 2+: -1 Luck, +3 Willpower&lt;br /&gt;
Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee.  At 3 levels below yours they lose 11 air and an additional 5 air for each level below that.&lt;br /&gt;
Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0% **need scaling info**) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns.  This chance grows each time you are struck but fades over time.&lt;br /&gt;
&lt;br /&gt;
*Curse of Madness&lt;br /&gt;
&lt;br /&gt;
Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity&lt;br /&gt;
Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage&lt;br /&gt;
Power 2+: -1 Luck, +3 Dexterity&lt;br /&gt;
Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused.&lt;br /&gt;
Power 4+: Mania: Any time you lose more than 18.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*Curse of Corpses&lt;br /&gt;
&lt;br /&gt;
Penalty: Fear of Death: -2% resistance against damage from the undead.&lt;br /&gt;
Power 1+: Power over Death: +4% damage against the undead.&lt;br /&gt;
Power 2+: -1 Luck, +2 Strength, +2 Magic&lt;br /&gt;
Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4.&lt;br /&gt;
Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6858</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6858"/>
				<updated>2014-04-29T19:55:23Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects==&lt;br /&gt;
&lt;br /&gt;
(Work In Progress, I could use help with formatting if anyone's good with wiki formatting)&lt;br /&gt;
&lt;br /&gt;
*Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
*Curse of Shrouds&lt;br /&gt;
&lt;br /&gt;
Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible&lt;br /&gt;
Power 2+: -1 Luck, +3 Constitution&lt;br /&gt;
Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement.&lt;br /&gt;
Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.&lt;br /&gt;
&lt;br /&gt;
*Curse of Nightmares&lt;br /&gt;
&lt;br /&gt;
Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance&lt;br /&gt;
Power 2+: -1 Luck, +3 Willpower&lt;br /&gt;
Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee.  At 3 levels below yours they lose 11 air and an additional 5 air for each level below that.&lt;br /&gt;
Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0% **need scaling info**) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns.  This chance grows each time you are struck but fades over time.&lt;br /&gt;
&lt;br /&gt;
*Curse of Madness&lt;br /&gt;
&lt;br /&gt;
Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity&lt;br /&gt;
Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage&lt;br /&gt;
Power 2+: -1 Luck, +3 Dexterity&lt;br /&gt;
Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused.&lt;br /&gt;
Power 4+: Mania: Any time you lose more than 18.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*Curse of Corpses&lt;br /&gt;
&lt;br /&gt;
Penalty: Fear of Death: -2% resistance against damage from the undead.&lt;br /&gt;
Power 1+: Power over Death: +4% damage against the undead.&lt;br /&gt;
Power 2+: -1 Luck, +2 Strength, +2 Magic&lt;br /&gt;
Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4.&lt;br /&gt;
Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6857</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6857"/>
				<updated>2014-04-29T19:51:51Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects==&lt;br /&gt;
&lt;br /&gt;
(Work In Progress, I could use help with formatting if anyone's good with wiki formatting)&lt;br /&gt;
&lt;br /&gt;
*Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
*Curse of Shrouds&lt;br /&gt;
&lt;br /&gt;
Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible&lt;br /&gt;
Power 2+: -1 Luck, +3 Constitution&lt;br /&gt;
Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement.&lt;br /&gt;
Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.&lt;br /&gt;
&lt;br /&gt;
*Curse of Nightmares&lt;br /&gt;
&lt;br /&gt;
Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance&lt;br /&gt;
Power 2+: -1 Luck, +3 Willpower&lt;br /&gt;
Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee.  At 3 levels below yours they lose 11 air and an additional 5 air for each level below that.&lt;br /&gt;
Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0% **need scaling info**) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns.  This chance grows each time you are struck but fades over time.&lt;br /&gt;
&lt;br /&gt;
*Curse of Madness&lt;br /&gt;
&lt;br /&gt;
Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity&lt;br /&gt;
Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage&lt;br /&gt;
Power 2+: -1 Luck, +3 Dexterity&lt;br /&gt;
Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused.&lt;br /&gt;
Power 4+: Mania: Any time you lose more than 18.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6856</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6856"/>
				<updated>2014-04-29T19:44:31Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects==&lt;br /&gt;
&lt;br /&gt;
(Work In Progress, I could use help with formatting if anyone's good with wiki formatting)&lt;br /&gt;
&lt;br /&gt;
*Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
*Curse of Shrouds&lt;br /&gt;
&lt;br /&gt;
Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible&lt;br /&gt;
Power 2+: -1 Luck, +3 Constitution&lt;br /&gt;
Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement.&lt;br /&gt;
Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6855</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6855"/>
				<updated>2014-04-29T19:42:36Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects (Work In Progress, I could use help with formatting if anyone's good with wiki formatting) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects==&lt;br /&gt;
&lt;br /&gt;
(Work In Progress, I could use help with formatting if anyone's good with wiki formatting)&lt;br /&gt;
&lt;br /&gt;
*Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6854</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6854"/>
				<updated>2014-04-29T19:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects (Work In Progress) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects (Work In Progress, I could use help with formatting if anyone's good with wiki formatting)==&lt;br /&gt;
&lt;br /&gt;
Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6853</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6853"/>
				<updated>2014-04-29T19:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects (Work In Progress) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects (Work In Progress)==&lt;br /&gt;
&lt;br /&gt;
Curse of Misfortune&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6852</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6852"/>
				<updated>2014-04-29T19:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Cursed Aura Curse Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects (Work In Progress)==&lt;br /&gt;
&lt;br /&gt;
Curse of Misfortunate&lt;br /&gt;
&lt;br /&gt;
Penalty: Lost Fortune: You seem to find less gold in your journeys.&lt;br /&gt;
&lt;br /&gt;
Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense&lt;br /&gt;
Power 2+: -1 Luck, +3 Cunning&lt;br /&gt;
Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps).&lt;br /&gt;
Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6851</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6851"/>
				<updated>2014-04-29T19:39:50Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Cursed Aura Curse Effects==&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed_Sentry_(talent)&amp;diff=6850</id>
		<title>Cursed Sentry (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed_Sentry_(talent)&amp;diff=6850"/>
				<updated>2014-04-29T07:26:07Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;{{Ability_box |image=Cursed sentry.png |name=Cursed sentry |category_type=Cursed |category=Cursed aura |require=(12, 13, 1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Cursed sentry.png&lt;br /&gt;
|name=Cursed sentry&lt;br /&gt;
|category_type=[[Cursed (category type)|Cursed]]&lt;br /&gt;
|category=[[Cursed aura(category)|Cursed aura]]&lt;br /&gt;
|require=(12, 13, 14, 15, 16) Level&lt;br /&gt;
|cost=-&lt;br /&gt;
|cooldown=40&lt;br /&gt;
|use_mode=Activated&lt;br /&gt;
|range=5.0&lt;br /&gt;
|use_speed=1 turn&lt;br /&gt;
|travel_speed=Instantaneous&lt;br /&gt;
|desc=Instill a part of your living curse into a weapon in your inventory, and toss it nearby.  This nearly impervious sentry will attack all nearby enemies for 8 turns.  When the curse ends, the weapon will crumble to dust, worn through by your hatred.  Attack Speed: 167%.&lt;br /&gt;
&lt;br /&gt;
Need info on how it scales as you level it}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Earth_(talent)&amp;diff=6849</id>
		<title>Ruined Earth (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Earth_(talent)&amp;diff=6849"/>
				<updated>2014-04-29T07:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;{{Ability_box |image=Ruined earth.png |name=Ruined earth |category_type=Cursed |category=Cursed aura |require=(8, 9, 10, ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Ruined earth.png&lt;br /&gt;
|name=Ruined earth&lt;br /&gt;
|category_type=[[Cursed (category type)|Cursed]]&lt;br /&gt;
|category=[[Cursed aura (category)|Cursed aura]]&lt;br /&gt;
|require=(8, 9, 10, 11, 12) Level&lt;br /&gt;
|cost=-&lt;br /&gt;
|cooldown=30&lt;br /&gt;
|use_mode=activated&lt;br /&gt;
|range=3.0&lt;br /&gt;
|use_speed=1 turn&lt;br /&gt;
|travel_speed=Instantaneous&lt;br /&gt;
|desc=Curse the earth around you in a radius of 3 for 4 turns.  Any who stand upon it are weakened, reducing the damage they inflict by 22%&lt;br /&gt;
&lt;br /&gt;
Need info on what the effects are as you level it.}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Dark_Gifts_(talent)&amp;diff=6848</id>
		<title>Dark Gifts (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Dark_Gifts_(talent)&amp;diff=6848"/>
				<updated>2014-04-29T07:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;{{Ability_box |image=Dark gifts.png |name=Dark Gifts |category_type=Cursed |category=Cursed aura |require=(4, 5, 6, 7, 8)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Dark gifts.png&lt;br /&gt;
|name=Dark Gifts&lt;br /&gt;
|category_type=[[Cursed (category type)|Cursed]]&lt;br /&gt;
|category=[[Cursed aura (category)|Cursed aura]]&lt;br /&gt;
|require=(4, 5, 6, 7, 8) Level&lt;br /&gt;
|cost=-&lt;br /&gt;
|cooldown=-&lt;br /&gt;
|use_mode=Passive&lt;br /&gt;
|range=personal&lt;br /&gt;
|use_speed=n/a&lt;br /&gt;
|desc=Your curses bring you dark gifts.  Unlocks bonus level 1 effects on all of your curses, allowing you to gain that effect when the power level of your curse reaches that level.  At talent level 5, the luck penalty of cursed effects is reduced to 1.  Talent levels above 5 add bonus power levels to your curses, increasing their effects (currently *need formula*).}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Defiling_Touch_(talent)&amp;diff=6847</id>
		<title>Defiling Touch (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Defiling_Touch_(talent)&amp;diff=6847"/>
				<updated>2014-04-29T07:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;{{Ability_box |image=Defiling touch.png |name=Defiling Touch |category_type=Cursed |category=Cursed aura |require=(0, 1, ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_box&lt;br /&gt;
|image=Defiling touch.png&lt;br /&gt;
|name=Defiling Touch&lt;br /&gt;
|category_type=[[Cursed (category type)|Cursed]]&lt;br /&gt;
|category=[[Cursed aura (category)|Cursed aura]]&lt;br /&gt;
|require=(0, 1, 2, 3, 4) Level&lt;br /&gt;
|cost=-&lt;br /&gt;
|cooldown=0&lt;br /&gt;
|use_mode=Activated&lt;br /&gt;
|range=melee/personal&lt;br /&gt;
|use_speed=instant&lt;br /&gt;
|desc=Your defiling touch permeates everything around you, permanently imparting a random curse on each item you find.  When you equip a curse item, you gain the effects of that curse (shown as a beneficial effect).  Each item with the same curse that is equipped increases the curse's power.  Initially curses are harmful, but powerful benefits accumulated as the power of the curse increase.&lt;br /&gt;
The Dark Gifts talent unlocks higher level curse effects and increases their power.&lt;br /&gt;
&lt;br /&gt;
Your aura permeates your equipment more thoroughly with talent level and can affect items as follows:&lt;br /&gt;
Level 1 -- weapons&lt;br /&gt;
&lt;br /&gt;
Level 2 -- body armor and cloaks&lt;br /&gt;
&lt;br /&gt;
Level 3 -- shields and helmets&lt;br /&gt;
&lt;br /&gt;
Level 4 - gloves, boots, and belts&lt;br /&gt;
&lt;br /&gt;
Level 6 -- rings&lt;br /&gt;
&lt;br /&gt;
Level 7 -- amulets/necklaces&lt;br /&gt;
&lt;br /&gt;
Level 8 -- lites&lt;br /&gt;
&lt;br /&gt;
Level 9 -- tools/totems/torques/wands&lt;br /&gt;
&lt;br /&gt;
Level 10 -- ammunition&lt;br /&gt;
&lt;br /&gt;
At level 5, you can activate this talent to surround yourself with an aura that adds 2 levels to a curse of your choosing.&lt;br /&gt;
&lt;br /&gt;
Also, talent levels above 5 reduce the negative effects of your curses (need percentage).}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6846</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6846"/>
				<updated>2014-04-29T07:13:13Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Talent Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the Cursed aura generic tree is optional and can be unlocked upon picking up your first item, or chosen to be ignored.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cursed&amp;diff=6845</id>
		<title>Cursed</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cursed&amp;diff=6845"/>
				<updated>2014-04-29T07:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* Talent Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Redirect2|the Cursed class|talent category|[[Cursed (category type)]]}}&lt;br /&gt;
&lt;br /&gt;
{{class&lt;br /&gt;
|name=Cursed&lt;br /&gt;
|metaclass=Afflicted&lt;br /&gt;
|starting_life=110&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level= +2&lt;br /&gt;
|strength = +5&lt;br /&gt;
|willpower= +4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.&lt;br /&gt;
Their only master now is the hatred they carry for every living thing.&lt;br /&gt;
&lt;br /&gt;
Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.&lt;br /&gt;
Worse, any who approach the Cursed can be driven mad by their terrible aura.&lt;br /&gt;
&lt;br /&gt;
Their most important stats are: [[Strength]] and [[Willpower]]&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Iron Battleaxe&lt;br /&gt;
*Rough Leather Armor&lt;br /&gt;
&lt;br /&gt;
==Starting Talents==&lt;br /&gt;
*[[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
*[[Gloom (talent)|Gloom]]&lt;br /&gt;
*[[Slash (talent)|Slash]]&lt;br /&gt;
*[[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
*[[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==Talent Categories==&lt;br /&gt;
&lt;br /&gt;
{{Talent_table&lt;br /&gt;
| class_rows = &lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Endless hunt (category)|Endless Hunt]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Stalk (talent)|Stalk]]&lt;br /&gt;
| talent2 = [[Beckon (talent)|Beckon]]&lt;br /&gt;
| talent3 = [[Harass prey (talent)|Harass Prey]]&lt;br /&gt;
| talent4 = [[Surge (talent)|Surge]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Gloom (category)|Gloom]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Gloom (talent)|Gloom]]&lt;br /&gt;
| talent2 = [[Weakness (talent)|Weakness]]&lt;br /&gt;
| talent3 = [[Dismay (talent)|Dismay]]&lt;br /&gt;
| talent4 = [[Sanctuary (talent)|Sanctuary]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Slaughter (category)|Slaughter]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Slash (talent)|Slash]]&lt;br /&gt;
| talent2 = [[Frenzy (talent)|Frenzy]]&lt;br /&gt;
| talent3 = [[Reckless charge (talent)|Reckless Charge]]&lt;br /&gt;
| talent4 = [[Cleave (talent)|Cleave]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Strife (category)|Strife]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| Locked = no&lt;br /&gt;
| talent1 = [[Dominate (talent)|Dominate]]&lt;br /&gt;
| talent2 = [[Preternatural senses (talent)|Preternatural Senses]]&lt;br /&gt;
| talent3 = [[Blindside (talent)|3rd Talent]]&lt;br /&gt;
| talent4 = [[Repel (talent)|Repel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Fears (category)|Fears]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Instill fear (talent)|Instill Fear]]&lt;br /&gt;
| talent2 = [[Heighten fear (talent)|Heighten Fear]]&lt;br /&gt;
| talent3 = [[Tyrant (talent)|Tyrant]]&lt;br /&gt;
| talent4 = [[Panic (talent)|Panic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Predator (category)|Predator]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Mark prey (talent)|Mark Prey]]&lt;br /&gt;
| talent2 = [[Anatomy (talent)|Anatomy]]&lt;br /&gt;
| talent3 = [[Outmaneuver (talent)|Outmaneuver]]&lt;br /&gt;
| talent4 = [[Mimic (talent)|Mimic]]&lt;br /&gt;
}}&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Rampage (category)|Rampage]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Rampage (talent)|Rampage]]&lt;br /&gt;
| talent2 = [[Brutality (talent)|Brutality]]&lt;br /&gt;
| talent3 = [[Tenacity (talent)|Tenacity]]&lt;br /&gt;
| talent4 = [[Slam (talent)|Slam]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| generic_rows =&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cunning (category type)|Cunning]]&lt;br /&gt;
| Name = [[Survival (category)|Survival]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = yes&lt;br /&gt;
| talent1 = [[Heightened senses (talent)|Heightened Senses]]&lt;br /&gt;
| talent2 = [[Charm mastery (talent)|Charm Mastery]]&lt;br /&gt;
| talent3 = [[Piercing sight (talent)|Piercing Sight]]&lt;br /&gt;
| talent4 = [[Evasion (talent)|Evasion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed form (category)|Cursed Form]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = No&lt;br /&gt;
| talent1 = [[Unnatural body (talent)|Unnatural Body]]&lt;br /&gt;
| talent2 = [[Relentless (talent)|Relentless]]&lt;br /&gt;
| talent3 = [[Seethe (talent)|Seethe]]&lt;br /&gt;
| talent4 = [[Grim resolve (talent)|Grim Resolve]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Technique_(category_type)|Techniques]]&lt;br /&gt;
| Name = [[Combat training (category)|Combat Training]]&lt;br /&gt;
| Mastery = 1.3&lt;br /&gt;
| talent1 = [[Thick skin (talent)|Thick Skin]]&lt;br /&gt;
| talent2 = [[Armour training (talent)|Armour Training]]&lt;br /&gt;
| talent3 = [[Combat accuracy (talent)|Combat Accuracy]]&lt;br /&gt;
| talent4 = [[Weapons mastery (talent)|Weapons Mastery]]&lt;br /&gt;
| talent5 = [[Dagger mastery (talent)|Dagger Mastery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Talent_row&lt;br /&gt;
| Type = [[Cursed (category_type)|Cursed]]&lt;br /&gt;
| Name = [[Cursed aura (category)|Cursed Aura]]&lt;br /&gt;
| Mastery = 1.0&lt;br /&gt;
| Locked = Somewhat&lt;br /&gt;
| talent1 = [[Defiling Touch (talent)|Defiling Touch]]&lt;br /&gt;
| talent2 = [[Dark Gifts (talent)|Dark Gifts]]&lt;br /&gt;
| talent3 = [[Ruined Earth (talent)|Ruined Earth]]&lt;br /&gt;
| talent4 = [[Cursed Sentry (talent)|Cursed Sentry]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
:''Last updated for version 1.0.0''&lt;br /&gt;
&lt;br /&gt;
Empowered by pure hatred, the Cursed are mental warriors who excel at chasing, pinning, and exterminating powerful enemies while rampaging through weaker foes.&lt;br /&gt;
&lt;br /&gt;
* This class plays like a traditional hack-and-slash (similar to the [[Berserker]]), but with a much more difficult early game. Acquiring an early shield and one-handed weapon may improve your survivability while you build up your Gloom and armor. &lt;br /&gt;
* You start with a two-handed axe, but none of your abilities require any particular load-out. You can use a shield or dual wield as effectively as you can swing a two-hander. Top tier abilities give bonuses for various weaponry options, but even then, the weapon specific bonuses are mild, and you shouldn't consider yourself locked into any particular weapon.&lt;br /&gt;
* Dominate is a powerful &amp;quot;anti-boss&amp;quot; tool, particularly against enemies with high resistances and/or healing potential (i.e. the Weirdling Beast). Consider adding additional points into this ability after unlocking your other core utilities.&lt;br /&gt;
* Although [[Gloom (talent)|Gloom]] and [[Stalk (talent)|Stalk]] are technically sustainable, you can always leave them on and--except in rare cases--suffer no side-effects.&lt;br /&gt;
* Most of the Cursed's talents are passives. You can usually just run around and hit things, while your aura of Gloom debuffs your foes.&lt;br /&gt;
* At mid/high levels, the [[Rampage (category)|Rampage]] tree becomes key. This gives you an occasional huge set of buffs, for tough fights.&lt;br /&gt;
* You get the best monster detection in the game (always-on passive full ESP, with a radius determined by your points in [[Preternatural senses (talent)|Preternatural Senses]]).&lt;br /&gt;
* [[Blindside (talent)|Blindside]] will ''teleport'' you to a monster in radius, even if it's on the other side of a wall. Also great for escaping from a collapsing sand tunnel....&lt;br /&gt;
* [[Reckless charge (talent)|Reckless Charge]] causes you to hit monsters adjacent to the '''path''' that you tell it to follow. Counter-intuitively, you generally want to aim ''alongside'' monsters, not directly into them, when using this talent. It can also be used to escape from a dangerous situation.&lt;br /&gt;
* You get passive stun and confusion resistance (up to +75%) from [[Relentless (talent)|Relentless]]-- the most effective passive resistance for any class. Or, you can neglect Relentless and count on picking up these resistances with equipment.&lt;br /&gt;
* With most of your talents driven by [[Willpower]], [[antimagic]] is also a good choice. Beware that you're going to be short on generic talent points, with so many great skills demanding them.&lt;br /&gt;
* When you pick up a weapon, you are sometimes given the opportunity to release your rage, unlocking the [[Cursed aura (category)|Cursed Aura]] tree. Doing so can make the early game slightly more difficult, but opens up the potential for powerful beneficial effects later in the game.&lt;br /&gt;
* Many Cursed talents scale with [[hate]]. These scale linearly. There is further scaling for hate levels above 100. Wielding cursed weapons gives a bonus to your hate for purposes of these abilities.&lt;br /&gt;
&lt;br /&gt;
{{classes}}&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6844</id>
		<title>Goon Cursed Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6844"/>
				<updated>2014-04-28T19:00:12Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game version: 1.1.5&lt;br /&gt;
&lt;br /&gt;
Mindstar build&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=209#post423803202&lt;br /&gt;
&lt;br /&gt;
I don't think Cursed have any attacks that specifically require 2 handed weapons anymore. All of those restrictions were lifted a long time ago. Cleave gets a boost when using a 2-hander, and I definitely feel like 2-handers get the most of the Rampage phys damage bonus, but Surge is really good and makes a great argument for dual wielding, especially now that you can't just rampage+movement infusion to move across an entire map.&lt;br /&gt;
&lt;br /&gt;
Mindstars work fine for Cursed, but their build is different. A mindstar cursed would be a more defensive character. You raise STR only to the point where you can equip armor and max out talents (after gear boosts, of course) and then you put the rest of the points into Willpower and Cunning. They have an immensely shitty early game (just use two handers at this point) but should even out when T3 mindstars start to drop regularly, or sooner if you can get something good from a chest or are item-vaulting better equipment over.&lt;br /&gt;
&lt;br /&gt;
For a Mindstar cursed, you would probably want to start with Cornac. Cornac is always the best choice for Cursed, but given that you are almost certainly going to go for AM if you are pumping wisdom and cunning this hard, you are going to want the extra category point anyway.&lt;br /&gt;
&lt;br /&gt;
Your talent tree will probably eventually look something like this:&lt;br /&gt;
&lt;br /&gt;
* '''Rampage''' - 5/1/5/1 or 0 - Mindstars don't do physical damage generally so don't max the second talent&lt;br /&gt;
* '''Slaughter''' - 1/1/1-5/0 or 1 - How much do you like Reckless Charge?&lt;br /&gt;
* '''Gloom''' - 5/5/5/5 - you can go less in any of these talents except Gloom, but if you're maxing out willpower why not go all the way?&lt;br /&gt;
* '''Endless Hunt''' - 1-5/1/1/1-5 - this is really all preference&lt;br /&gt;
* '''Strife''' - 1/1/1-5/0 - How much do you like Blindside?&lt;br /&gt;
&lt;br /&gt;
If you want to you can unlock '''Predator''', and eventually go 5/5/5/5. Or you can leave it locked, because at this point you have the game won anyway.&lt;br /&gt;
&lt;br /&gt;
Generics are bog standard cursed, except instead of maxing out weapon mastery you leave it at 0 and get the mindstar tree. You will want to go Antimagic for '''Fungus''', which you'll go 5/1/5/1 in. The AM tree is good itself, and you can invest in it or not as you see fit.&lt;br /&gt;
&lt;br /&gt;
For the Mindstar tree, you will want to buy the tree in Zigur rather than unlocking it through an escort. There used to be a bug that caused it to be stuck at the inferior value if you took the initial mindstar mastery talent prior to buying the tree, but this has supposedly been fixed. Once the talent has unlocked, I would try to float the last 2-3 points in it with your respeccable generics until you have no escorts left, as every Alchemist is another free generic point. I haven't played with Mindstars in a long time so I can't speak on how many points you want to put into this tree, though I think I am probably going to make a Mindstar cursed today.&lt;br /&gt;
&lt;br /&gt;
For the record, even if you don't dual wield Mindstars, using one in your offhand is better than using a dagger for DW cursed builds, even if the only thing you ever get is a point from an alchemist escort. You never have to put a point into dex off-handing a mindstar, it boosts your gloom, and most of your damage as a DW cursed is coming from your mainhand anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=178#post421711526&lt;br /&gt;
&lt;br /&gt;
Some people swear by a tanky sword-and-board Cursed, but I'd say always, always, always go two-handed. You'll be fairly resilient once you get rolling, and with Rampage active and a big fuckoff hammer in your hands, you'll be farting out such an utterly nightmarish amount of damage that most opponents will barely have time to gasp &amp;quot;oh f-&amp;quot; before you turn them into craters. Between that, Surge (always take Surge it's like ninety times better than the other sustains), Blindside, and Rampage's movement and resilience bonuses, you can bullshit your way into and out of virtually any situation simply by winning races. If you can't win the damage race, just win a foot race, and hide around a corner somewhere watching your foolish enemy with your psychic hate eyes while you heal up and premeditate another Rampage-fueled super homicide. Bonus points if you keep a mold or something alive in an adjacent room so you can just shout &amp;quot;LATER ASSDICKS&amp;quot; and murderport to total safety in a frenzy of violent hygiene like some kind of unholy bloodsoaked Mr. Clean.&lt;br /&gt;
&lt;br /&gt;
Cursed is the killedudesiest class in the game, so you really benefit from going full killdudes and using a two-handed brutalizer of a weapon. It is also the fastest class in the game by an extreme margin, and by extension, it is the best class at running away from shit. When you're the best at getting into murderin' range, the best at murderin', and the best at getting out of enemy murderin' range, you should basically build your strategy around maximizing your murder output and minimizing the amount of retaliatory murdering you incur (by murdering everything so thoroughly that it is unable to countermurder you). Two-handed is perfect for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fairly detailed twohander build for early game.'''  &lt;br /&gt;
&lt;br /&gt;
If you have questions or criticisms, PM me (Magres) on SA or ask in thread.&lt;br /&gt;
&lt;br /&gt;
Race: Cornac - the cat point goes into Rampage, no exceptions.  Rampage is death.  Rampage is destruction.  Rampage is wonderful.  Rampage is so good that you can easily clear the T1 and T2 dungeons with Rampage and bump attacks.  That said, Cursed has lots of fantastic talents to play with.&lt;br /&gt;
&lt;br /&gt;
At level 1, put a point in Slash, Stalk, and two points in Rampage.  On the Generic side, 0/1/1/1/0 in Combat and 1/0/0/0 in Cursed Form are fine.&lt;br /&gt;
&lt;br /&gt;
Cursed Aura is up to you.  I don't get it because I'm used to not getting it, but I hear absolutely magical things about the Curse of Shrouds giving like 40% Resist All every turn you move, which is super easy to keep going when you're Rampaging and can step-&amp;gt;slash-&amp;gt;step-&amp;gt;slash forever.&lt;br /&gt;
&lt;br /&gt;
1-10: &lt;br /&gt;
&lt;br /&gt;
Go wander the towns and look for good gear.  Cursed is pretty gear dependent and getting some good T3 gear early will make life easier, and getting a good pair of regen infusions will make life really easy.&lt;br /&gt;
&lt;br /&gt;
Class points: you want to max Rampage ASAP, and be at least 5/1/1/0 in the tree by level 10.  Put a point in just about everything in the other four trees you have unlocked, a lot of them are excellent one point wonders.  Cursed wants lots of skills, not a couple of heavily leveled up skills.  &lt;br /&gt;
&lt;br /&gt;
Generics: go 1/5/0/0 in Cursed form (the Cursed Form tree sucks except for the second skill, which gives you a lot of immunity to a bunch of nasty status effects) and pump the first four skills in Combat training, or bank some generics to throw into AM and Fungus.  Make sure you get at least 3/5 in armor training, plates are nice and you'll have the Strength to wear them.  Get as much Weapons Mastery and Combat Accuracy as you feel like you need to hit things reliably and hit them hard.  A point or two in both of them should do you fine.&lt;br /&gt;
&lt;br /&gt;
Level 10 category point goes to an Inscription slot.  Run Wild, Regen, Regen, and Movement.  Rampage+Movement may have gotten nerfed, but it's still going to make you run crazily fast. Breaking 1000% movespeed is very easy, and will get you out of some very silly mistakes.  Before Level 10, I like running two regens if I can find good ones, or regen/movement if I can't.  Keep your starting Physical Wild.&lt;br /&gt;
&lt;br /&gt;
10-20:&lt;br /&gt;
&lt;br /&gt;
Class points: Max Surge.  ASAP.  It's one of the best skills Cursed gets, after Rampage - it's 54% bonus movespeed on a sustain that costs nothing to keep up.  You can leave Rampage at 5/1/1 for the moment, the biggest thing is getting the extra turns those abilities give.  You'll max them eventually, but not yet.  Ignore the fourth Rampage skill entirely, it's bad.  Reckless Charge at 3/5 is a decent breakpoint, 2-&amp;gt;3 adds 2 range and lets you knock medium creatures out of your way.  Preternatural Senses aka Hatevision is awesome, and 5/5 will give you radius 7 telepathy for ALL enemy types, radius 10 telepathy for any enemy you're stalking, and lets you largely ignore stealth and invis.  Blindside, combined with Hatevision, makes for an excellent combo, as Blindside is a teleport and not a Rush type movement.&lt;br /&gt;
&lt;br /&gt;
Generics: Some more Combat Training, a point into the Aura of Silence in antimagic, then bank points to have several ready for when you hit 20 and can unlock Fungus, and drop them all into Fungus.  For doing the antimagic challenge, wait until like 15, do the challenge (full court press everything - they can't hurt you if they're dead), go clear out Derth of inclement weather, then head to Zigur, talk to the head boss, and set foot in Tempest before getting the hell out of dodge.  Urkis is a scary dude.  Go clear your T2s, then come back and pummel him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats wise for all this, add points to STR/WIL as needed to unlock skills and generics, and dump the rest into CON.  I like 2W/1C or 2S/1C for things.&lt;br /&gt;
&lt;br /&gt;
Once you hit level 20, you're probably heading into Dreadfel soon, and then it's time for the East!  Drop your level 20 cat point and banked generics into Fungus, that's as far as I'm comfortable writing a detailed guide for.  Keep maxing crap you like, don't max crap you don't like.  By level 20 you've got your general playstyle figured out and are becoming a grownup hatemonster and can figure things out as you go.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6843</id>
		<title>Goon Cursed Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6843"/>
				<updated>2014-04-28T18:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game version: 1.1.5&lt;br /&gt;
&lt;br /&gt;
Mindstar build&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=209#post423803202&lt;br /&gt;
&lt;br /&gt;
I don't think Cursed have any attacks that specifically require 2 handed weapons anymore. All of those restrictions were lifted a long time ago. Cleave gets a boost when using a 2-hander, and I definitely feel like 2-handers get the most of the Rampage phys damage bonus, but Surge is really good and makes a great argument for dual wielding, especially now that you can't just rampage+movement infusion to move across an entire map.&lt;br /&gt;
&lt;br /&gt;
Mindstars work fine for Cursed, but their build is different. A mindstar cursed would be a more defensive character. You raise STR only to the point where you can equip armor and max out talents (after gear boosts, of course) and then you put the rest of the points into Willpower and Cunning. They have an immensely shitty early game (just use two handers at this point) but should even out when T3 mindstars start to drop regularly, or sooner if you can get something good from a chest or are item-vaulting better equipment over.&lt;br /&gt;
&lt;br /&gt;
For a Mindstar cursed, you would probably want to start with Cornac. Cornac is always the best choice for Cursed, but given that you are almost certainly going to go for AM if you are pumping wisdom and cunning this hard, you are going to want the extra category point anyway.&lt;br /&gt;
&lt;br /&gt;
Your talent tree will probably eventually look something like this:&lt;br /&gt;
&lt;br /&gt;
* '''Rampage''' - 5/1/5/1 or 0 - Mindstars don't do physical damage generally so don't max the second talent&lt;br /&gt;
* '''Slaughter''' - 1/1/1-5/0 or 1 - How much do you like Reckless Charge?&lt;br /&gt;
* '''Gloom''' - 5/5/5/5 - you can go less in any of these talents except Gloom, but if you're maxing out willpower why not go all the way?&lt;br /&gt;
* '''Endless Hunt''' - 1-5/1/1/1-5 - this is really all preference&lt;br /&gt;
* '''Strife''' - 1/1/1-5/0 - How much do you like Blindside?&lt;br /&gt;
&lt;br /&gt;
If you want to you can unlock '''Predator''', and eventually go 5/5/5/5. Or you can leave it locked, because at this point you have the game won anyway.&lt;br /&gt;
&lt;br /&gt;
Generics are bog standard cursed, except instead of maxing out weapon mastery you leave it at 0 and get the mindstar tree. You will want to go Antimagic for '''Fungus''', which you'll go 5/1/5/1 in. The AM tree is good itself, and you can invest in it or not as you see fit.&lt;br /&gt;
&lt;br /&gt;
For the Mindstar tree, you will want to buy the tree in Zigur rather than unlocking it through an escort. There used to be a bug that caused it to be stuck at the inferior value if you took the initial mindstar mastery talent prior to buying the tree, but this has supposedly been fixed. Once the talent has unlocked, I would try to float the last 2-3 points in it with your respeccable generics until you have no escorts left, as every Alchemist is another free generic point. I haven't played with Mindstars in a long time so I can't speak on how many points you want to put into this tree, though I think I am probably going to make a Mindstar cursed today.&lt;br /&gt;
&lt;br /&gt;
For the record, even if you don't dual wield Mindstars, using one in your offhand is better than using a dagger for DW cursed builds, even if the only thing you ever get is a point from an alchemist escort. You never have to put a point into dex off-handing a mindstar, it boosts your gloom, and most of your damage as a DW cursed is coming from your mainhand anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=178#post421711526&lt;br /&gt;
&lt;br /&gt;
Some people swear by a tanky sword-and-board Cursed, but I'd say always, always, always go two-handed. You'll be fairly resilient once you get rolling, and with Rampage active and a big fuckoff hammer in your hands, you'll be farting out such an utterly nightmarish amount of damage that most opponents will barely have time to gasp &amp;quot;oh f-&amp;quot; before you turn them into craters. Between that, Surge (always take Surge it's like ninety times better than the other sustains), Blindside, and Rampage's movement and resilience bonuses, you can bullshit your way into and out of virtually any situation simply by winning races. If you can't win the damage race, just win a foot race, and hide around a corner somewhere watching your foolish enemy with your psychic hate eyes while you heal up and premeditate another Rampage-fueled super homicide. Bonus points if you keep a mold or something alive in an adjacent room so you can just shout &amp;quot;LATER ASSDICKS&amp;quot; and murderport to total safety in a frenzy of violent hygiene like some kind of unholy bloodsoaked Mr. Clean.&lt;br /&gt;
&lt;br /&gt;
Cursed is the killedudesiest class in the game, so you really benefit from going full killdudes and using a two-handed brutalizer of a weapon. It is also the fastest class in the game by an extreme margin, and by extension, it is the best class at running away from shit. When you're the best at getting into murderin' range, the best at murderin', and the best at getting out of enemy murderin' range, you should basically build your strategy around maximizing your murder output and minimizing the amount of retaliatory murdering you incur (by murdering everything so thoroughly that it is unable to countermurder you). Two-handed is perfect for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fairly detailed twohander build for early game.'''  &lt;br /&gt;
&lt;br /&gt;
If you have questions or criticisms, PM me (Magres) on SA or ask in thread.&lt;br /&gt;
&lt;br /&gt;
Race: Cornac - the cat point goes into Rampage, no exceptions.  Rampage is death.  Rampage is destruction.  Rampage is wonderful.  Rampage is so good that you can easily clear the T1 and T2 dungeons with Rampage and bump attacks.  That said, Cursed has lots of fantastic talents to play with.&lt;br /&gt;
&lt;br /&gt;
At level 1, put a point in Slash, Stalk, and two points in Rampage.  On the Generic side, 0/1/1/1/0 in Combat and 1/0/0/0 in Cursed Form are fine.&lt;br /&gt;
&lt;br /&gt;
Cursed Aura is up to you.  I don't get it because I'm used to not getting it, but I hear absolutely magical things about the Curse of Shrouds giving like 40% Resist All every turn you move, which is super easy to keep going when you're Rampaging and can step-&amp;gt;slash-&amp;gt;step-&amp;gt;slash forever.&lt;br /&gt;
&lt;br /&gt;
1-10: &lt;br /&gt;
&lt;br /&gt;
Class points: you want to max Rampage ASAP, and be at least 5/1/1/0 in the tree by level 10.  Put a point in just about everything in the other four trees you have unlocked, a lot of them are excellent one point wonders.  Cursed wants lots of skills, not a couple of heavily leveled up skills.  &lt;br /&gt;
&lt;br /&gt;
Generics: go 1/5/0/0 in Cursed form (the Cursed Form tree sucks except for the second skill, which gives you a lot of immunity to a bunch of nasty status effects) and pump the first four skills in Combat training, or bank some generics to throw into AM and Fungus.  Make sure you get at least 3/5 in armor training, plates are nice and you'll have the Strength to wear them.  Get as much Weapons Mastery and Combat Accuracy as you feel like you need to hit things reliably and hit them hard.  A point or two in both of them should do you fine.&lt;br /&gt;
&lt;br /&gt;
Level 10 category point goes to an Inscription slot.  Run Wild, Regen, Regen, and Movement.  Rampage+Movement may have gotten nerfed, but it's still going to make you run crazily fast. Breaking 1000% movespeed is very easy, and will get you out of some very silly mistakes.  Before Level 10, I like running two regens if I can find good ones, or regen/movement if I can't.  Keep your starting Physical Wild.&lt;br /&gt;
&lt;br /&gt;
10-20:&lt;br /&gt;
&lt;br /&gt;
Class points: Max Surge.  ASAP.  It's one of the best skills Cursed gets, after Rampage - it's 54% bonus movespeed on a sustain that costs nothing to keep up.  You can leave Rampage at 5/1/1 for the moment, the biggest thing is getting the extra turns those abilities give.  You'll max them eventually, but not yet.  Ignore the fourth Rampage skill entirely, it's bad.  Reckless Charge at 3/5 is a decent breakpoint, 2-&amp;gt;3 adds 2 range and lets you knock medium creatures out of your way.  Preternatural Senses aka Hatevision is awesome, and 5/5 will give you radius 7 telepathy for ALL enemy types, radius 10 telepathy for any enemy you're stalking, and lets you largely ignore stealth and invis.  Blindside, combined with Hatevision, makes for an excellent combo, as Blindside is a teleport and not a Rush type movement.&lt;br /&gt;
&lt;br /&gt;
Generics: Some more Combat Training, a point into the Aura of Silence in antimagic, then bank points to have several ready for when you hit 20 and can unlock Fungus, and drop them all into Fungus.  For doing the antimagic challenge, wait until like 15, do the challenge (full court press everything - they can't hurt you if they're dead), go clear out Derth of inclement weather, then head to Zigur, talk to the head boss, and set foot in Tempest before getting the hell out of dodge.  Urkis is a scary dude.  Go clear your T2s, then come back and pummel him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats wise for all this, add points to STR/WIL as needed to unlock skills and generics, and dump the rest into CON.  I like 2W/1C or 2S/1C for things.&lt;br /&gt;
&lt;br /&gt;
Once you hit level 20, you're probably heading into Dreadfel soon, and then it's time for the East!  Drop your level 20 cat point and banked generics into Fungus, that's as far as I'm comfortable writing a detailed guide for.  Keep maxing crap you like, don't max crap you don't like.  By level 20 you've got your general playstyle figured out and are becoming a grownup hatemonster and can figure things out as you go.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6795</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6795"/>
				<updated>2014-03-10T05:42:20Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* New Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
*[[Goon Zone Order Progression]]&lt;br /&gt;
*[http://te4.org/wiki/Goon_Survival_Guide Goon Survival FAQ]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Oozemancer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Stone Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Summoner Guide 1.1.5]]&lt;br /&gt;
* [[Goon Wyrmic Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6794</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6794"/>
				<updated>2014-03-10T05:41:32Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: /* New Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
*[[Goon Zone Order Progression]]&lt;br /&gt;
*[[Goon Survival Guide]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Oozemancer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Stone Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Summoner Guide 1.1.5]]&lt;br /&gt;
* [[Goon Wyrmic Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Survival_Guide&amp;diff=6793</id>
		<title>Goon Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Survival_Guide&amp;diff=6793"/>
				<updated>2014-03-10T05:38:48Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of a bunch of really common tidbits of advice that pop up in the thread on a regular basis.  If you follow all of it, you've got good odds of making it past Dreadfell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--Wild Infusions that remove Physical effects are incredibly good.  Being stunned or frozen will account for a huge chunk of your deaths if you don't have one, or if you fight when it's on cooldown.  Your starter Physical Infusion can easily go unreplaced for an entire winning run, and often should.&lt;br /&gt;
&lt;br /&gt;
--Always have an escape option.  Movement Infusions, Teleport Runes, and Controlled Phase Door Runes (or talents/generics that grant you equivalent effects) can and will save you when you inevitably wind up in a fight you can't handle.  Warp out or Run Away, heal up, give your cooldowns time to reset, then go back in for another round.&lt;br /&gt;
&lt;br /&gt;
--Replace your starting Shield Rune/Regen Infusion with better ones ASAP.  Scour the various towns' Infusion and Rune shops, the starter Shields and Regens are very weak.&lt;br /&gt;
&lt;br /&gt;
--Put at least one point per level into con. HP is good, and HP+thick skin is even better. You really don't need to boost your mag/str/dex/cun over what you need to level skills before going to the east.&lt;br /&gt;
&lt;br /&gt;
--Getting a high light or infravision radius is invaluable in unlit dungeons, it sucks horribly to bumble around with a radius 2 light while a mage nukes you down from the darkness.&lt;br /&gt;
&lt;br /&gt;
--Stun/Freeze immunity is extremely valuable, but not necessarily worth sacrificing gear in other places over.  If you've got two roughly equivalent pieces, go for the one with stun/freeze immunity.  Always max abilities that give you stun/freeze immunity, they're essentially never a bad choice.&lt;br /&gt;
&lt;br /&gt;
--Stealth/Invis detection is often very helpful, as sneaky types tend to drop a lot of spike damage and hurt a lot, and can ruin your day if they get the drop on you.&lt;br /&gt;
&lt;br /&gt;
--Dig is GREAT.  Abuse dig to set up fights favorable for you.  For melee characters, this means narrow, winding tunnels that force enemies to step into melee range before they have Line of Sight on you so you can shred mages without spending multiple very painful turns closing the gap on them.  For ranged characters, this means opening up a way to shoot at enemies from afar, and leaving yourself room to kite them.  Fighting on advantageous terrain can turn fights from guaranteed death to easy loot.  The Kor'Pul shade is a notable example of this, if you charge through the dark corridors at him he'll probably kill you unless you're really overleveled, but if you dig through the wall next to him, you'll probably murder him very easily.&lt;br /&gt;
&lt;br /&gt;
--If you have the chance to get it from an Escort quest, Celestial/Light is truly excellent.  It comes with a good heal, a good shield, and Providence, which is arguably the best defensive ability in the game, as it will cleanse a debuff from you every round for several rounds, making you somewhere between highly resistant and completely immune to any and all CC, unless enemies are laying down CC really, really heavily.  Technique/Conditioning is a good tree for the same reasons - gives you some really excellent CC resistance and makes DoTs (which are murderously lethal in ToME) hurt a lot less.  Stone Alchemy is another solid Escort tree, it can make you very, very rich, which can give you access to some ridiculous strong (and expensive) gear.&lt;br /&gt;
&lt;br /&gt;
--Side with the Assassin Lord once for the Poisons Tree, then never again.  Saving that Merchant is what gives you access to the ridiculously strong+expensive gear previously mentioned.&lt;br /&gt;
&lt;br /&gt;
--Anti-Magic is probably worth getting if you have access to it (ie are not a dirty magic user - if you're magic you won't even be able to see the Anti-magic town).  You'll eat some gear restrictions in exchange for two very good generic trees.  Particularly worth getting on classes that use Equilibrium, as the Fungus tree will give you nigh-infinite Equilibrium.&lt;br /&gt;
&lt;br /&gt;
--Related to AM, don't try to do the AM trial at level 10, when it first unlocks.  Unless you're really strong or really know what you're doing, you'll probably die.  Wait until 15-ish.&lt;br /&gt;
&lt;br /&gt;
--More AM chat, check your gear (in particular your weapon) to make sure none of it is Arcane.  Stepping into the AM trial and having the game strip off all of your gear is a very humiliating way to die.&lt;br /&gt;
&lt;br /&gt;
--Urkis is a pain in the ass, but if you can clean off the Hurricane debuff (it's Magical) he hurts a lot less, and if you go all out offense on him, he tends to crumple quickly - he's a glass cannon&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Survival_Guide&amp;diff=6792</id>
		<title>Goon Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Survival_Guide&amp;diff=6792"/>
				<updated>2014-03-10T05:37:54Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;This is a list of a bunch of really common tidbits of advice that pop up in the thread on a regular basis.  If you follow all of it, you've got good odds of making it past Dre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of a bunch of really common tidbits of advice that pop up in the thread on a regular basis.  If you follow all of it, you've got good odds of making it past Dreadfell.&lt;br /&gt;
&lt;br /&gt;
Wild Infusions that remove Physical effects are incredibly good.  Being stunned or frozen will account for a huge chunk of your deaths if you don't have one, or if you fight when it's on cooldown.  Your starter Physical Infusion can easily go unreplaced for an entire winning run, and often should.&lt;br /&gt;
&lt;br /&gt;
Always have an escape option.  Movement Infusions, Teleport Runes, and Controlled Phase Door Runes (or talents/generics that grant you equivalent effects) can and will save you when you inevitably wind up in a fight you can't handle.  Warp out or Run Away, heal up, give your cooldowns time to reset, then go back in for another round.&lt;br /&gt;
&lt;br /&gt;
Replace your starting Shield Rune/Regen Infusion with better ones ASAP.  Scour the various towns' Infusion and Rune shops, the starter Shields and Regens are very weak.&lt;br /&gt;
&lt;br /&gt;
Jesus christ, put at least one point per level into con. HP is good, and HP+thick skin is even better. You really don't need to boost your mag/str/dex/cun over what you need to level skills before going to the east.&lt;br /&gt;
&lt;br /&gt;
Getting a high light or infravision radius is invaluable in unlit dungeons, it sucks horribly to bumble around with a radius 2 light while a mage nukes you down from the darkness.&lt;br /&gt;
&lt;br /&gt;
Stun/Freeze immunity is extremely valuable, but not necessarily worth sacrificing gear in other places over.  If you've got two roughly equivalent pieces, go for the one with stun/freeze immunity.  Always max abilities that give you stun/freeze immunity, they're essentially never a bad choice.&lt;br /&gt;
&lt;br /&gt;
Stealth/Invis detection is often very helpful, as sneaky types tend to drop a lot of spike damage and hurt a lot, and can ruin your day if they get the drop on you.&lt;br /&gt;
&lt;br /&gt;
Dig is GREAT.  Abuse dig to set up fights favorable for you.  For melee characters, this means narrow, winding tunnels that force enemies to step into melee range before they have Line of Sight on you so you can shred mages without spending multiple very painful turns closing the gap on them.  For ranged characters, this means opening up a way to shoot at enemies from afar, and leaving yourself room to kite them.  Fighting on advantageous terrain can turn fights from guaranteed death to easy loot.  The Kor'Pul shade is a notable example of this, if you charge through the dark corridors at him he'll probably kill you unless you're really overleveled, but if you dig through the wall next to him, you'll probably murder him very easily.&lt;br /&gt;
&lt;br /&gt;
If you have the chance to get it from an Escort quest, Celestial/Light is truly excellent.  It comes with a good heal, a good shield, and Providence, which is arguably the best defensive ability in the game, as it will cleanse a debuff from you every round for several rounds, making you somewhere between highly resistant and completely immune to any and all CC, unless enemies are laying down CC really, really heavily.  Technique/Conditioning is a good tree for the same reasons - gives you some really excellent CC resistance and makes DoTs (which are murderously lethal in ToME) hurt a lot less.  Stone Alchemy is another solid Escort tree, it can make you very, very rich, which can give you access to some ridiculous strong (and expensive) gear.&lt;br /&gt;
&lt;br /&gt;
Side with the Assassin Lord once for the Poisons Tree, then never again.  Saving that Merchant is what gives you access to the ridiculously strong+expensive gear previously mentioned.&lt;br /&gt;
&lt;br /&gt;
Anti-Magic is probably worth getting if you have access to it (ie are not a dirty magic user - if you're magic you won't even be able to see the Anti-magic town).  You'll eat some gear restrictions in exchange for two very good generic trees.  Particularly worth getting on classes that use Equilibrium, as the Fungus tree will give you nigh-infinite Equilibrium.&lt;br /&gt;
&lt;br /&gt;
Related to AM, don't try to do the AM trial at level 10, when it first unlocks.  Unless you're really strong or really know what you're doing, you'll probably die.  Wait until 15-ish.&lt;br /&gt;
&lt;br /&gt;
More AM chat, check your gear (in particular your weapon) to make sure none of it is Arcane.  Stepping into the AM trial and having the game strip off all of your gear is a very humiliating way to die.&lt;br /&gt;
&lt;br /&gt;
Urkis is a pain in the ass, but if you can clean off the Hurricane debuff (it's Magical) he hurts a lot less, and if you go all out offense on him, he tends to crumple quickly - he's a glass cannon&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Guides&amp;diff=6667</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Guides&amp;diff=6667"/>
				<updated>2014-01-27T19:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Need some help? Check out these guides for assistance.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
Guides meant for newer players.&lt;br /&gt;
*[[Survival guide]]&lt;br /&gt;
*[[Zone order]]&lt;br /&gt;
*[http://te4.org/dl/thirdparty/t4walkthrough/index.html Cornac Bulwark walk-through (old, beta 34)]&lt;br /&gt;
*[[Goon Zone Order Progression]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
Guides for specific classes.&lt;br /&gt;
&lt;br /&gt;
* [[Walk-through for Dwarven Solipsist|A Guide to winning with Dwarven Solipsist on Normal Roguelike (complete!)]]&lt;br /&gt;
&lt;br /&gt;
===Afflicted===&lt;br /&gt;
* [[Goon Cursed Guide 1.1.5]]&lt;br /&gt;
* [[Goon Doomed Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Celestial===&lt;br /&gt;
* [[Goon Anorithil Guide 1.1.5]]&lt;br /&gt;
* [[Goon Sun Paladin Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Defiler===&lt;br /&gt;
* [[Goon Corruptor Guide 1.1.5]]&lt;br /&gt;
* [[Goon Reaver Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
* [[Goon Alchemist Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archmage Guide 1.1.5]]&lt;br /&gt;
* [[Goon Necromancer Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Chronomancer===&lt;br /&gt;
* [[Goon Temporal Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Paradox Mage Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Psionic===&lt;br /&gt;
* [[Goon Mindslayer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Solipsist Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
* [[Goon Marauder Guide 1.1.5]]&lt;br /&gt;
* [[Goon Rogue Guide 1.1.5]]&lt;br /&gt;
* [[Goon Shadowblade Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Arcane Blade Guide 1.1.5]]&lt;br /&gt;
* [[Goon Archer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Berserker Guide 1.1.5]]&lt;br /&gt;
* [[Goon Bulwark Guide 1.1.5]]&lt;br /&gt;
* [[Goon Brawler Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
===Wilder===&lt;br /&gt;
&lt;br /&gt;
* [[Goon Oozemancer Guide 1.1.5]]&lt;br /&gt;
* [[Goon Stone Warden Guide 1.1.5]]&lt;br /&gt;
* [[Goon Summoner Guide 1.1.5]]&lt;br /&gt;
* [[Goon Wyrmic Guide 1.1.5]]&lt;br /&gt;
&lt;br /&gt;
==Other Specific guides==&lt;br /&gt;
* [[Arena guide|A Guide to the Arena]]&lt;br /&gt;
* [[Npc immunity list|A List of Monsters by Immunity]]&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=6666</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=6666"/>
				<updated>2014-01-27T19:47:14Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Written up by MiltonSlavemasta, post is at http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=252#post424875935&lt;br /&gt;
&lt;br /&gt;
1. Trollmire 1-&amp;gt;3&lt;br /&gt;
&lt;br /&gt;
2. Norgos' Lair&lt;br /&gt;
&lt;br /&gt;
3. Derth (Talk to the Shady Man in the North)&lt;br /&gt;
&lt;br /&gt;
4. Heart of the Gloom&lt;br /&gt;
* Dwarves do The Deep Bellow now&lt;br /&gt;
5. Ruins of Kor'Pul&lt;br /&gt;
&lt;br /&gt;
6. Trollmire 4&lt;br /&gt;
&lt;br /&gt;
7. Scintillating Caves&lt;br /&gt;
&lt;br /&gt;
8. Rhaloren Camp &lt;br /&gt;
&lt;br /&gt;
9. Golem Graveyard &lt;br /&gt;
&lt;br /&gt;
10. The Maze (If Alt Maze, Do 1-3 and come back later)&lt;br /&gt;
&lt;br /&gt;
11. Old Forest (If Alt Old Forest, come back after Sandworm or Daikara)&lt;br /&gt;
&lt;br /&gt;
12. Sandworm Tunnels&lt;br /&gt;
&lt;br /&gt;
13. Daikara&lt;br /&gt;
&lt;br /&gt;
14. Hidden Compound&lt;br /&gt;
&lt;br /&gt;
15. Halfling Research Complex&lt;br /&gt;
* You can wander around up north to meet the Merchant&lt;br /&gt;
16. Lake Nur (Reached through Old Forest)&lt;br /&gt;
&lt;br /&gt;
17. Tempest Peak&lt;br /&gt;
&lt;br /&gt;
18. Ruined Dungeon &lt;br /&gt;
&lt;br /&gt;
19. You can try Spellblaze if you want, I save it until after Dreadfell&lt;br /&gt;
&lt;br /&gt;
20. Dreadfell (You can save vaults for later, I usually open them all)&lt;br /&gt;
* At level 24, you can hear screams and enter into Dark Crypt&lt;br /&gt;
21. Spellblaze if you didn't do it yet&lt;br /&gt;
&lt;br /&gt;
22. Reknor&lt;br /&gt;
&lt;br /&gt;
23. Finish the place where you teleport, go to the town to get the Spider quest from a lady in the mid-north&lt;br /&gt;
&lt;br /&gt;
24. Ardhungol	&lt;br /&gt;
&lt;br /&gt;
25. Temple of Creation (Wander around near the coast to find this)&lt;br /&gt;
&lt;br /&gt;
26. Backdoor to Vor Pride Armory (NOT Vor Pride)&lt;br /&gt;
&lt;br /&gt;
27. Go back to town to get the location of Briagh's Lair, then finish it. &lt;br /&gt;
&lt;br /&gt;
28. Go back east and fight backup guardians in Trollmire, Kor'Pul, Reknor, Scintillating Caves, Maze, Dreadfell, Daikara, Sandworm Lair, and Old Forest. Dwarves get an extra one in Deep Bellow. &lt;br /&gt;
&lt;br /&gt;
29. Elven Ruins. &lt;br /&gt;
&lt;br /&gt;
30. Tannen's Quest (Ask around Last Hope to unlock this)&lt;br /&gt;
* Can do Valley of the Moon if you get the quest&lt;br /&gt;
31. Gorbat Pride&lt;br /&gt;
&lt;br /&gt;
32. Grushnak Pride&lt;br /&gt;
&lt;br /&gt;
33. Eruan&lt;br /&gt;
&lt;br /&gt;
34. Vor Pride&lt;br /&gt;
&lt;br /&gt;
35. Rak'Shor Pride &lt;br /&gt;
&lt;br /&gt;
36. Slime Tunnels&lt;br /&gt;
&lt;br /&gt;
37. High Peak&lt;br /&gt;
&lt;br /&gt;
WIN&lt;br /&gt;
&lt;br /&gt;
38. Return to Golem Graveyard.&lt;br /&gt;
&lt;br /&gt;
39. Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=6665</id>
		<title>Recommended Zone Order Progression</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Recommended_Zone_Order_Progression&amp;diff=6665"/>
				<updated>2014-01-27T19:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;Written up by MiltonSlavemasta, post is at http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=252#post424875935  1. Trollmire 1-&amp;gt;3...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Written up by MiltonSlavemasta, post is at http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=252#post424875935&lt;br /&gt;
&lt;br /&gt;
1. Trollmire 1-&amp;gt;3&lt;br /&gt;
2. Norgos' Lair&lt;br /&gt;
3. Derth (Talk to the Shady Man in the North)&lt;br /&gt;
4. Heart of the Gloom&lt;br /&gt;
* Dwarves do The Deep Bellow now&lt;br /&gt;
5. Ruins of Kor'Pul&lt;br /&gt;
6. Trollmire 4&lt;br /&gt;
7. Scintillating Caves&lt;br /&gt;
8. Rhaloren Camp &lt;br /&gt;
9. Golem Graveyard &lt;br /&gt;
10. The Maze (If Alt Maze, Do 1-3 and come back later)&lt;br /&gt;
11. Old Forest (If Alt Old Forest, come back after Sandworm or Daikara)&lt;br /&gt;
12. Sandworm Tunnels&lt;br /&gt;
13. Daikara&lt;br /&gt;
14. Hidden Compound&lt;br /&gt;
15. Hafling Research Complex&lt;br /&gt;
* You can wander around up north to meet the Merchant&lt;br /&gt;
16. Lake Nur (Reached through Old Forest)&lt;br /&gt;
17. Tempest Peak&lt;br /&gt;
18. Ruined Dungeon &lt;br /&gt;
19. You can try Spellblaze if you want, I save it until after Dreadfell&lt;br /&gt;
20. Dreadfell (You can save vaults for later, I usually open them all)&lt;br /&gt;
* At level 24, you can hear screams and enter into Dark Crypt&lt;br /&gt;
21. Spellblaze if you didn't do it yet&lt;br /&gt;
22. Reknor&lt;br /&gt;
23. Finish the place where you teleport, go to the town to get the Spider quest from a lady in the mid-north&lt;br /&gt;
24. Ardhungol	&lt;br /&gt;
25. Temple of Creation (Wander around near the coast to find this)&lt;br /&gt;
26. Backdoor to Vor Pride Armory (NOT Vor Pride)&lt;br /&gt;
27. Go back to town to get the location of Briagh's Lair, then finish it. &lt;br /&gt;
28. Go back east and fight backup guardians in Trollmire, Kor'Pul, Reknor, Scintillating Caves, Maze, Dreadfell, Daikara, Sandworm Lair, and Old Forest. Dwarves get an extra one in Deep Bellow. &lt;br /&gt;
29. Elven Ruins. &lt;br /&gt;
30. Tannen's Quest (Ask around Last Hope to unlock this)&lt;br /&gt;
* Can do Valley of the Moon if you get the quest&lt;br /&gt;
31. Gorbat Pride&lt;br /&gt;
32. Grushnak Pride&lt;br /&gt;
33. Eruan&lt;br /&gt;
34. Vor Pride&lt;br /&gt;
35. Rak'Shor Pride &lt;br /&gt;
36. Slime Tunnels&lt;br /&gt;
37. High Peak&lt;br /&gt;
WIN&lt;br /&gt;
38. Return to Golem Graveyard.&lt;br /&gt;
39. Kill All Wizards.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Orc_breeding_pits&amp;diff=6650</id>
		<title>Orc breeding pits</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Orc_breeding_pits&amp;diff=6650"/>
				<updated>2014-01-25T23:06:39Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Orc breeding pits| floors = 5| guardian = [[Greatmother]]| min_level = 30| max_level = 60| min_ilevel = 4| max_ilevel = 5| width = 50| height = 50}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
NOPE.  NOPE NOPE NOPE&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Mindslayer_Unlock_Guide&amp;diff=6649</id>
		<title>Mindslayer Unlock Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Mindslayer_Unlock_Guide&amp;diff=6649"/>
				<updated>2014-01-25T20:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roll Yeek Archmage, build Tribeam (one point in the first lightning skill, four points in the first fight skill, three points in the second Arcane skill - it gives you a rolling machinegun of line AOE nukes to drop every round), put only as many points into Mag as you need to unlock skills and dump everything else into Con (Yeek Archmages gain like 2HP per level and some of the more dangerous basic enemies can put you down in one crit if you don't invest heavily in Con), get Phase Door to 4 in the Conveyance tree.&lt;br /&gt;
&lt;br /&gt;
Do the two Mandatory Yeek dungeons, step into the Halfling Complex, pop your Rod of Recall.  Clear all the T1s and T2s, get to like 15-20, then head back down to the Halfling Complex basement.  Open the door, cast Phase Door on the Yeek Wayist and toss him as far back as you can, then tribeam Subject Z to death.&lt;br /&gt;
&lt;br /&gt;
This also works well for getting Yeek in the first place, just roll Archmage as anything besides Yeek.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Mindslayer_Unlock_Guide&amp;diff=6648</id>
		<title>Mindslayer Unlock Guide</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Mindslayer_Unlock_Guide&amp;diff=6648"/>
				<updated>2014-01-25T20:40:23Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: Created page with &amp;quot;Roll Yeek Archmage, build Tribeam (one point in the first lightning skill, four points in the first fight skill, three points in the second Arcane skill - it gives you a rolli...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roll Yeek Archmage, build Tribeam (one point in the first lightning skill, four points in the first fight skill, three points in the second Arcane skill - it gives you a rolling machinegun of line AOE nukes to drop every round), put only as many points into Mag as you need to unlock skills and dump everything else into Con (Yeek Archmages gain like 2HP per level and some of the more dangerous basic enemies can put you down in one crit if you don't invest heavily in Con), get Phase Door to 4 in the Conveyance tree.&lt;br /&gt;
&lt;br /&gt;
Do the two Mandatory Yeek dungeons, step into the Halfling Complex, pop your Rod of Recall.  Clear all the T1s and T2s, get to like 15-20, then head back down to the Halfling Complex basement.  Open the door, cast Phase Door on the Yeek Wayist and toss him as far back as you can, then tribeam Subject Z to death.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6647</id>
		<title>Goon Cursed Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6647"/>
				<updated>2014-01-25T09:28:25Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game version: 1.1.5&lt;br /&gt;
&lt;br /&gt;
Mindstar build&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=209#post423803202&lt;br /&gt;
&lt;br /&gt;
I don't think Cursed have any attacks that specifically require 2 handed weapons anymore. All of those restrictions were lifted a long time ago. Cleave gets a boost when using a 2-hander, and I definitely feel like 2-handers get the most of the Rampage phys damage bonus, but Surge is really good and makes a great argument for dual wielding, especially now that you can't just rampage+movement infusion to move across an entire map.&lt;br /&gt;
&lt;br /&gt;
Mindstars work fine for Cursed, but their build is different. A mindstar cursed would be a more defensive character. You raise STR only to the point where you can equip armor and max out talents (after gear boosts, of course) and then you put the rest of the points into Willpower and Cunning. They have an immensely shitty early game (just use two handers at this point) but should even out when T3 mindstars start to drop regularly, or sooner if you can get something good from a chest or are item-vaulting better equipment over.&lt;br /&gt;
&lt;br /&gt;
For a Mindstar cursed, you would probably want to start with Cornac. Cornac is always the best choice for Cursed, but given that you are almost certainly going to go for AM if you are pumping wisdom and cunning this hard, you are going to want the extra category point anyway.&lt;br /&gt;
&lt;br /&gt;
Your talent tree will probably eventually look something like this:&lt;br /&gt;
&lt;br /&gt;
* '''Rampage''' - 5/1/5/1 or 0 - Mindstars don't do physical damage generally so don't max the second talent&lt;br /&gt;
* '''Slaughter''' - 1/1/1-5/0 or 1 - How much do you like Reckless Charge?&lt;br /&gt;
* '''Gloom''' - 5/5/5/5 - you can go less in any of these talents except Gloom, but if you're maxing out willpower why not go all the way?&lt;br /&gt;
* '''Endless Hunt''' - 1-5/1/1/1-5 - this is really all preference&lt;br /&gt;
* '''Strife''' - 1/1/1-5/0 - How much do you like Blindside?&lt;br /&gt;
&lt;br /&gt;
If you want to you can unlock '''Predator''', and eventually go 5/5/5/5. Or you can leave it locked, because at this point you have the game won anyway.&lt;br /&gt;
&lt;br /&gt;
Generics are bog standard cursed, except instead of maxing out weapon mastery you leave it at 0 and get the mindstar tree. You will want to go Antimagic for '''Fungus''', which you'll go 5/1/5/1 in. The AM tree is good itself, and you can invest in it or not as you see fit.&lt;br /&gt;
&lt;br /&gt;
For the Mindstar tree, you will want to buy the tree in Zigur rather than unlocking it through an escort. There used to be a bug that caused it to be stuck at the inferior value if you took the initial mindstar mastery talent prior to buying the tree, but this has supposedly been fixed. Once the talent has unlocked, I would try to float the last 2-3 points in it with your respeccable generics until you have no escorts left, as every Alchemist is another free generic point. I haven't played with Mindstars in a long time so I can't speak on how many points you want to put into this tree, though I think I am probably going to make a Mindstar cursed today.&lt;br /&gt;
&lt;br /&gt;
For the record, even if you don't dual wield Mindstars, using one in your offhand is better than using a dagger for DW cursed builds, even if the only thing you ever get is a point from an alchemist escort. You never have to put a point into dex off-handing a mindstar, it boosts your gloom, and most of your damage as a DW cursed is coming from your mainhand anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=178#post421711526&lt;br /&gt;
&lt;br /&gt;
Some people swear by a tanky sword-and-board Cursed, but I'd say always, always, always go two-handed. You'll be fairly resilient once you get rolling, and with Rampage active and a big fuckoff hammer in your hands, you'll be farting out such an utterly nightmarish amount of damage that most opponents will barely have time to gasp &amp;quot;oh f-&amp;quot; before you turn them into craters. Between that, Surge (always take Surge it's like ninety times better than the other sustains), Blindside, and Rampage's movement and resilience bonuses, you can bullshit your way into and out of virtually any situation simply by winning races. If you can't win the damage race, just win a foot race, and hide around a corner somewhere watching your foolish enemy with your psychic hate eyes while you heal up and premeditate another Rampage-fueled super homicide. Bonus points if you keep a mold or something alive in an adjacent room so you can just shout &amp;quot;LATER ASSDICKS&amp;quot; and murderport to total safety in a frenzy of violent hygiene like some kind of unholy bloodsoaked Mr. Clean.&lt;br /&gt;
&lt;br /&gt;
Cursed is the killedudesiest class in the game, so you really benefit from going full killdudes and using a two-handed brutalizer of a weapon. It is also the fastest class in the game by an extreme margin, and by extension, it is the best class at running away from shit. When you're the best at getting into murderin' range, the best at murderin', and the best at getting out of enemy murderin' range, you should basically build your strategy around maximizing your murder output and minimizing the amount of retaliatory murdering you incur (by murdering everything so thoroughly that it is unable to countermurder you). Two-handed is perfect for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fairly detailed twohander build for early game.'''  &lt;br /&gt;
&lt;br /&gt;
If you have questions or criticisms, PM me (Magres) on SA or ask in thread.&lt;br /&gt;
&lt;br /&gt;
Race: Cornac - the cat point goes into Rampage, no exceptions.  Rampage is death.  Rampage is destruction.  Rampage is wonderful.  Rampage is so good that you can easily clear the T1 and T2 dungeons with Rampage and bump attacks.  That said, Cursed has lots of fantastic talents to play with.&lt;br /&gt;
&lt;br /&gt;
At level 1, put a point in Slash, Stalk, and two points in Rampage.  On the Generic side, 0/1/1/1/0 in Combat and 1/0/0/0 in Cursed Form are fine.&lt;br /&gt;
&lt;br /&gt;
When you grab your first item, suppress the affliction.  The Cursed Aura tree is weird and hard to deal with but really strong if you put a ton of points into it and the RNG likes you and gives you the right items.  Not the kind of thing you want to be dealing with before you know how to play the rest of Cursed.&lt;br /&gt;
&lt;br /&gt;
1-10: &lt;br /&gt;
&lt;br /&gt;
Class points: you want to max Rampage ASAP, and be at least 5/1/1/0 in the tree by level 10.  Put a point in just about everything in the other four trees you have unlocked, a lot of them are excellent one point wonders.  Cursed wants lots of skills, not a couple of heavily leveled up skills.  &lt;br /&gt;
&lt;br /&gt;
Generics: go 1/5/0/0 in Cursed form (the Cursed Form tree sucks except for the second skill, which gives you a lot of immunity to a bunch of nasty status effects) and pump the first four skills in Combat training, or bank some generics to throw into AM and Fungus.  Make sure you get at least 3/5 in armor training, plates are nice and you'll have the Strength to wear them.  Get as much Weapons Mastery and Combat Accuracy as you feel like you need to hit things reliably and hit them hard.  A point or two in both of them should do you fine.&lt;br /&gt;
&lt;br /&gt;
Level 10 category point goes to an Inscription slot.  Run Wild, Regen, Regen, and Movement.  Rampage+Movement may have gotten nerfed, but it's still going to make you run crazily fast. Breaking 1000% movespeed is very easy, and will get you out of some very silly mistakes.&lt;br /&gt;
&lt;br /&gt;
10-20:&lt;br /&gt;
&lt;br /&gt;
Class points: Max Surge.  ASAP.  It's the best skill Cursed gets, after Rampage - it's 54% bonus movespeed on a sustain that costs nothing to keep up.  You can leave Rampage at 5/1/1 for the moment, the biggest thing is getting the extra turns those abilities give.  You'll max them eventually, but not yet.  Ignore the fourth Rampage skill entirely, it's bad.  Reckless Charge at 3/5 is a decent breakpoint, 2-&amp;gt;3 adds 2 range and lets you knock medium creatures out of your way.  Preternatural Senses aka Hatevision is awesome, and 5/5 will give you radius 7 telepathy for ALL enemy types, radius 10 telepathy for any enemy you're stalking, and lets you largely ignore stealth and invis.  Blindside, combined with Hatevision, makes for an excellent combo, as Blindside is a teleport and not a Rush type movement.&lt;br /&gt;
&lt;br /&gt;
Generics: Some more Combat Training, a point into the Aura of Silence in antimagic, then bank points to have several ready for when you hit 20 and can unlock Fungus, and drop them all into Fungus.  For doing the antimagic challenge, wait until like 15, do the challenge, go clear out Derth of cloudy weather, then head to Zigur, talk to the head boss, and set foot in Tempest before getting the hell out of dodge.  Urkis is a scary dude.  Go clear your T2s, then come back and pummel him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats wise for all this, add points to STR/WIL as needed to unlock skills and generics, and dump the rest into CON.&lt;br /&gt;
&lt;br /&gt;
Once you hit level 20, you're probably heading into Dreadfel soon, and then it's time for the East!  Drop your level 20 cat point and banked generics into Fungus, that's as far as I'm comfortable writing a detailed guide for.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6642</id>
		<title>Goon Cursed Guide 1.1.5</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Goon_Cursed_Guide_1.1.5&amp;diff=6642"/>
				<updated>2014-01-25T07:33:06Z</updated>
		
		<summary type="html">&lt;p&gt;Magres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game version: 1.1.5&lt;br /&gt;
&lt;br /&gt;
Mindstar build&lt;br /&gt;
&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=209#post423803202&lt;br /&gt;
&lt;br /&gt;
I don't think Cursed have any attacks that specifically require 2 handed weapons anymore. All of those restrictions were lifted a long time ago. Cleave gets a boost when using a 2-hander, and I definitely feel like 2-handers get the most of the Rampage phys damage bonus, but Surge is really good and makes a great argument for dual wielding, especially now that you can't just rampage+movement infusion to move across an entire map.&lt;br /&gt;
&lt;br /&gt;
Mindstars work fine for Cursed, but their build is different. A mindstar cursed would be a more defensive character. You raise STR only to the point where you can equip armor and max out talents (after gear boosts, of course) and then you put the rest of the points into Willpower and Cunning. They have an immensely shitty early game (just use two handers at this point) but should even out when T3 mindstars start to drop regularly, or sooner if you can get something good from a chest or are item-vaulting better equipment over.&lt;br /&gt;
&lt;br /&gt;
For a Mindstar cursed, you would probably want to start with Cornac. Cornac is always the best choice for Cursed, but given that you are almost certainly going to go for AM if you are pumping wisdom and cunning this hard, you are going to want the extra category point anyway.&lt;br /&gt;
&lt;br /&gt;
Your talent tree will probably eventually look something like this:&lt;br /&gt;
&lt;br /&gt;
* '''Rampage''' - 5/1/5/1 or 0 - Mindstars don't do physical damage generally so don't max the second talent&lt;br /&gt;
* '''Slaughter''' - 1/1/1-5/0 or 1 - How much do you like Reckless Charge?&lt;br /&gt;
* '''Gloom''' - 5/5/5/5 - you can go less in any of these talents except Gloom, but if you're maxing out willpower why not go all the way?&lt;br /&gt;
* '''Endless Hunt''' - 1-5/1/1/1-5 - this is really all preference&lt;br /&gt;
* '''Strife''' - 1/1/1-5/0 - How much do you like Blindside?&lt;br /&gt;
&lt;br /&gt;
If you want to you can unlock '''Predator''', and eventually go 5/5/5/5. Or you can leave it locked, because at this point you have the game won anyway.&lt;br /&gt;
&lt;br /&gt;
Generics are bog standard cursed, except instead of maxing out weapon mastery you leave it at 0 and get the mindstar tree. You will want to go Antimagic for '''Fungus''', which you'll go 5/1/5/1 in. The AM tree is good itself, and you can invest in it or not as you see fit.&lt;br /&gt;
&lt;br /&gt;
For the Mindstar tree, you will want to buy the tree in Zigur rather than unlocking it through an escort. There used to be a bug that caused it to be stuck at the inferior value if you took the initial mindstar mastery talent prior to buying the tree, but this has supposedly been fixed. Once the talent has unlocked, I would try to float the last 2-3 points in it with your respeccable generics until you have no escorts left, as every Alchemist is another free generic point. I haven't played with Mindstars in a long time so I can't speak on how many points you want to put into this tree, though I think I am probably going to make a Mindstar cursed today.&lt;br /&gt;
&lt;br /&gt;
For the record, even if you don't dual wield Mindstars, using one in your offhand is better than using a dagger for DW cursed builds, even if the only thing you ever get is a point from an alchemist escort. You never have to put a point into dex off-handing a mindstar, it boosts your gloom, and most of your damage as a DW cursed is coming from your mainhand anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
Post: http://forums.somethingawful.com/showthread.php?threadid=3457973&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=178#post421711526&lt;br /&gt;
&lt;br /&gt;
Some people swear by a tanky sword-and-board Cursed, but I'd say always, always, always go two-handed. You'll be fairly resilient once you get rolling, and with Rampage active and a big fuckoff hammer in your hands, you'll be farting out such an utterly nightmarish amount of damage that most opponents will barely have time to gasp &amp;quot;oh f-&amp;quot; before you turn them into craters. Between that, Surge (always take Surge it's like ninety times better than the other sustains), Blindside, and Rampage's movement and resilience bonuses, you can bullshit your way into and out of virtually any situation simply by winning races. If you can't win the damage race, just win a foot race, and hide around a corner somewhere watching your foolish enemy with your psychic hate eyes while you heal up and premeditate another Rampage-fueled super homicide. Bonus points if you keep a mold or something alive in an adjacent room so you can just shout &amp;quot;LATER ASSDICKS&amp;quot; and murderport to total safety in a frenzy of violent hygiene like some kind of unholy bloodsoaked Mr. Clean.&lt;br /&gt;
&lt;br /&gt;
Cursed is the killedudesiest class in the game, so you really benefit from going full killdudes and using a two-handed brutalizer of a weapon. It is also the fastest class in the game by an extreme margin, and by extension, it is the best class at running away from shit. When you're the best at getting into murderin' range, the best at murderin', and the best at getting out of enemy murderin' range, you should basically build your strategy around maximizing your murder output and minimizing the amount of retaliatory murdering you incur (by murdering everything so thoroughly that it is unable to countermurder you). Two-handed is perfect for that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fairly detailed twohander build for early game.'''  &lt;br /&gt;
&lt;br /&gt;
If you have questions or criticisms, PM me (Magres) on SA or ask in thread.&lt;br /&gt;
&lt;br /&gt;
Race: Cornac - the cat point goes into Rampage, no exceptions.  Rampage is death.  Rampage is destruction.  Rampage is wonderful.  Rampage is so good that you can easily clear the T1 and T2 dungeons with Rampage and bump attacks.  That said, Cursed has lots of fantastic talents to play with.&lt;br /&gt;
&lt;br /&gt;
At level 1, put a point in Slash, Stalk, and two points in Rampage.  On the Generic side, 0/1/1/1/0 in Combat and 1/0/0/0 in Cursed Form are fine.&lt;br /&gt;
&lt;br /&gt;
When you grab your first item, suppress the affliction.  The Cursed Aura tree is weird and hard to deal with but really strong if you put a ton of points into it and the RNG likes you and gives you the right items.  Not the kind of thing you want to be dealing with before you know how to play the rest of Cursed.&lt;br /&gt;
&lt;br /&gt;
1-10: &lt;br /&gt;
&lt;br /&gt;
Class points: you want to max Rampage ASAP, and be at least 5/1/1/0 in the tree by level 10.  Put a point in just about everything in the other four trees you have unlocked, a lot of them are excellent one point wonders.  Cursed wants lots of skills, not a couple of heavily leveled up skills.  &lt;br /&gt;
&lt;br /&gt;
Generics: go 1/5/0/0 in Cursed form (the Cursed Form tree sucks except for the second skill, which gives you a lot of immunity to a bunch of nasty status effects) and pump the first four skills in Combat training, or bank some generics to throw into AM and Fungus.  Make sure you get at least 3/5 in armor training, plates are nice and you'll have the Strength to wear them.  Get as much Weapons Mastery and Combat Accuracy as you feel like you need to hit things reliably and hit them hard.  A point or two in both of them should do you fine.&lt;br /&gt;
&lt;br /&gt;
Level 10 category point goes to an Inscription slot.  Run Wild, Regen, Regen, and Movement.  Rampage+Movement may have gotten nerfed, but it's still going to make you run crazily fast. Breaking 1000% movespeed is very easy, and will get you out of some very silly mistakes.&lt;br /&gt;
&lt;br /&gt;
10-20:&lt;br /&gt;
&lt;br /&gt;
Class points: Max Surge.  ASAP.  It's the best skill Cursed gets, after Rampage - it's 54% bonus movespeed on a sustain that costs nothing to keep up.  You can leave Rampage at 5/1/1 for the moment, the biggest thing is getting the extra turns those abilities give.  You'll max them eventually, but not yet.  Ignore the fourth Rampage skill entirely, it's bad.  Reckless Charge at 3/5 is a decent breakpoint, 2-&amp;gt;3 adds 2 range and lets you knock medium creatures out of your way.  Preternatural Senses aka Hatevision is awesome, and 5/5 will give you radius 7 telepathy for ALL enemy types, radius 10 telepathy for any enemy you're stalking, and lets you largely ignore stealth and invis.  Blindside, combined with Hatevision, makes for an excellent combo, as Blindside is a teleport and not a Rush type movement.&lt;br /&gt;
&lt;br /&gt;
Generics: AM, Fungus, Combat Training.  Yup.  You'll wind up eventually doing 5/1/5/1 in Fungus and 5/4/5/X in AM (X is probably another 5).  Prioritize maxing the first Fungus skill, then getting a point in the next two Fungus skills, then getting a point in the second and third Antimagic skills, then getting the Antimagic Silence to 4, the third Fungus skill to 3 (whenever it changes to 2 Equilibrium per turn), then maxing out Antimagic Shield, then maxing out the third Fungus skill, then Manaclash, imo.  Pump Combat Training as you see fit.&lt;br /&gt;
&lt;br /&gt;
For going Antimagic, you'll want to go do the AM challenge at ~15, then step into Tempest Peak to set the level for it ASAP, then go finish your Tier 2s and then Tempest Peak.  Bank points for when you get Fungus, and 5/5 that first skill ASAP, because it owns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats wise for all this, add points to STR/WIL as needed to unlock skills and generics, and dump the rest into CON.&lt;br /&gt;
&lt;br /&gt;
Once you hit level 20, you're probably heading into Dreadfel, and then it's time for the East!  That's as far as I'm comfortable writing a detailed guide for.&lt;/div&gt;</summary>
		<author><name>Magres</name></author>	</entry>

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