This guide has been tried and won nightmare/roguelike without any deathshttp://te4.org/characters/140043/tome/d ... 5032ac8ef4
(I died trying Antomaton, without any way to deal with physical sustains I killed myself twice (blood of life respawned me). Race
good to badOgre
: I went ogre to abuse the +40% infusion scaling combined with I can carry the world and antimagic. 2h wielding + shield was an added bonus as I got warmonger's sword (the one with +20% dmg vs living, and -20% dmg from living). Thalore
Thalore would be my second choice for the all res primarilyHalfling
While the cc negation from their final isn't that needed, the crit from the first would actually have been nice. Since Cursed don't have any real way of getting high crit, having that boost for 100% would have helped. Cornac
A bad choice, but still better than the other races I haven't mentioned. You don't need the cat point, and their lowish hp per level will hurt you since you won't go any con.The rest
Since IMO antimagic is the way to go, the rest of the races just plain suck. TalentsCursed / SlaughterSlash
Good to leave at level 1 for a long time, I went 3/5 at the end, the scaling isn't good enough to justify going more. I would even consider leaving it at 1-2. Frenzy
is oftentimes your biggest damage dealer against a single target, and it's decent clearing aoe in a pinch, I went 3/5, and I don't recommend going higher because see above. Reckless Charge
Incredible skill, I went 3/5 and I would never go less, but you can go more here. I'd probably move the skills points from Slash to here .Cleave
; Just plain bad. You don't want to face more than 1 mob at the time, and when you do it's usually trash otherwise GTFO with reckless charge or teleport trinket. End stats
0/5Cursed / Endless HuntStalk
is nice. Will help you hit stuff easier, and if you’re fighting a crowd, it’s the only way you’re going to burst down something using Frenzy. Don't go more than 1 early, and get it to 3-5 by late game (30+).Beckon
is good, and better against casters. It can be used in tandem with leveled Preternatural Senses in order to lure targets into a one-on-one engagement, but mostly I use it so that casters waste turns. The scaling isn't great and with strong bump attacks, I left it at 1, and would recommend the same.Harass Prey
; excellent for reducing damage done and putting talents on cooldown, scaling is poor as hell, so leave it at 1.Surge
; I don't see the appeal. Between all your escape moves and a teleport trinket it just isn't necessary. Plus: repel.End stats
0/5Cursed / StrifeDominate
is an important opener vs bosses, making the remainder of your attacks do increased damage. Go 3/5 because it doesn't scale much after that, 4/5 works too for another turn duration.Preternatural Senses
Try to get 2 levels in it by maze, around level 14. then level it up as you go along, have it at 3-4 by far east, and max it if you want to. Blindside
’s like Reckless Charge; can get you in, but can get you out. Can also be used to target Stalked or Preternaturally Sensed targets. Abuse this. 4/5 for the cooldown, 5/5 works too.Repel
; 4/5. You will be using shield +1 or shield +2, and this is just too good. I got 35% chance to block with it at the end. Going 5/5 isn't worth it since the last point is just +1% more. Get it early to 3, and then 4 around 20 sometime.End stats
4/5Cursed / GloomGloom
is most likely your main form of control, and entirely automated. Able to hit enemies with a host of effects, all of it is randomized but each status can and will help you in virtually all battles. The only way to get mileage out of it throughout the game, I find, is to level all of Gloom's relevant talents in order to get it to proc consistently as you get higher in levels. 5/5Weakness
will up your survivability immensely if you can get it to proc. The best way to get it to proc is to pump it as much as possible, for that sweet, sweet ~30% damage reduction. 5/5Dismay
awful ability, no point going above 1/5 for unlock.Sanctuary
; Your other bread n butter beside repel. Go for an early 3/5 and then end it at 4/5 or 5/5End stats
4-5/5Cursed / Rampage
Unlock at 10Rampage
Rampage is great, but never use the active ability unless you absolutely have to. It's important to save to get out (+movement speed) or to fight a boss with. Never use it on trash. Go early 2-3, and then max it later (15-20).Brutality
Also good, go 3 points early, then 4 keep it at 4 until very late game where you max it.Tenacity
Meh ability, since it's just once per turn it's not really worth a lot. Go 1-2 points and leave it at that.Slam
Awful damage, and since you'll likely lose Physical power because of 2h + shield you won't get the proc that often on things that matter. 0/5End stats
0/5Cursed / Predator
Unlock at 36Predator
Grab orc and run with that in the prides, but make sure you never cleared the spellblaze area in the west. Go back for that before high peak and set predator to humanoid / shalore, or humanoid / human. go 1 point at 36, and then max it around 40ish.Anatomy
Crap, 1 point and leave itOutmaneuver
Great ability for some extra phys pen, max it by level 50, 0/5 till 45ishmimic
probably not worth a point, I went 1/5, but go 0/5End stats
0/5 Technique / Combat TrainingThick Skin
; a key survival skill for any class. If you cannot find con items, get some con after maxing str AND willpower to get enough for max thick skin.Armour Training
, Weapon Mastery
4/5 by 20, 5/5 by 26Combat Accuracy
; 3/5 fairly early, 4/5 until high peak, 5/5 high peakCursed / Cursed FormUnnatural Body
1/5 not much more to sayCursed Form
4/5 early, then 5/5 by 28 ish.Seethe
pretty good damage, get it once you go east, 1-2 points early ish, and then go 3-4 laterGrim Resolve
; nah.End stats
0/5Cursed / Cursed AuraCursed Aura
You lack generics as AM, you won't be able to fit it in.Cunning / SurvivalSurvival
0/0 everythingOgreOgre wrath
1/5 to unlock, cannot use it as AM. Set it on auto use when mobs are adjacent and get some mileage from it early. Grisly constitution
5/5 after you have 2-3 points in weapon mastery and 2-3 in accuracy. Scar-scriped flesh
1/5 lategame when you have some critchanceEnd stats
0/5Wild growth / Fungus
unlock at 20Wild Growth
1/5 early, 5/5 mid 30s to get 100% uptime on your regen infusionfungal growth
1-2/5 early, 4-5/5 late to make sure you can keep antimagic shield up.End stats
0/5Wild Gift / AntimagicResolve
1/5 but you can go more here, 3-4/5 wouldn't be bad late gamte.Silence
1 early, 4 early 30s antimagic shield
2 early, can go more if you want to, but generally it won't be worth it.End stats
Max str first, keeping will high enough for gloom then max willpower
Put points in con if you need it for tough skin, but try not to, instead max cunning.Escapes
Besides your ordinary skills, try to save rampage so you can run with it if needed, and make sure to only use gapclosers if you actually need to, otherwise save to to GTFO or chase someone down. Never use reckless charge unless you have to, it's an excellent out. Psychoportation Torques
are your final resort, for when you absolutely know you’ve messed up, but try to use it early, if you face 2 elites and an army and you just got stunned, pop a wild infusion and teleport out. better do it early so you can make sure to beat whatever you teleport into as well. Then rest up and pull them with beckon once you see em over a wall.Iron Acorn (Good) or Cold Iron Acorn (Evil)?
I went evil, but I would go good if I went again, that +15 MP would help a lot, and the extra phys dmg isn't that great. Infusions/Runes… Which, and how many?
you run 3 till you get back to the west from the east, you'll use the cat point you get from the heart for another infusion (around level 35-37).
Wild (physical/magical) (when you have 100% confusion resistance)
regen (get one at 13 or lower cd so you can cycle it 100% with maxed wild growth)Which Prodigies?
I Can Carry the World!
In that order. You'll need the damage, from superpower, and it gives you a lot of MP so your gloom will become significantly stronger at level 30. Pick up I can carry the world at 42 for better repel, and a lot more damage and MP. I see no other prodigy that even comes close as cursed, since you need the damage and MP badly. What equipment should I be looking for?
+ healing mod is important early, you need at least +50% so you are comfortable at 100% without hate and 150% with. After that +50% confusion immunity is essential, +50% stun is needed to, but not as needed since you'll always have a physical infusion. Getting 100% conf let's you drop for a phy/magical which let's you ditch annoying magical effects such as flameshock and impending doom
which will fk you over as AM. After that it's +str and +will that are important. Crit on cloak, gloves and belt are nice too, as is size modifier on belt and boots. +mindpower is very strong too, so try to get it.
Weapon, only run 2h if you gain a lot from it. You'll lose a lot of mindpower, so try to make sure you get at least 30% damage from 2h. Warmonger's sword is probably best in slot, that +20% dmg and -20% dmg taken is legit, the frenzy is very good too for a class without 100% crit chance (it's +30% aspd, +12% crit chance, only die when -30% hp).
Don't underestimate girdle of calm water, imo it's top 5 belts in the game as AM, the healing mod is legendary and the resists are incredibly good as blight is usually a main killer.End fight
If you've had it here, you're home safe. By now you'll have enough damage to kill them both before your ally is dead since predator will kick in hard.
Against Elandar & Argoniel, ALWAYS start with killing the caster. I got them both in less than 20 turns, with the melee one taking up 15 of those.
Pop dominate and frenzy and go all out on the caster, he'll die in 5-8 turns, then blindside to the melee and just cycle your skills while the pala tanks. If something would go wrong, don't be afraid to reckless charge away and close portals instead.
Overall, winning nightmare as cursed on roguelike was the easiest run I've done. After having died as a Sunpala twice (once in high peak and once on the final boss (not enough dmg), and 3-4 mindslayers in high peak, along with an oozemancer and a paradox mage, getting this win was easy. Nothing was ever close in this run, no boss ever posed a deathly threat, and once I got blood of life in the armory I always felt safe. With permanent 300 hp regen, 2 heal infusions at 800 each, and very high flat DR along with 35% block chance and -30% dmg from ranged any damaging threat isn't very threatening, at least not until high peak bosses. So you can skip one or multiple of them if they are strong.