grrr....
I foolishly open coffins (greed overcame caution) and I have been cursed. Is there anyway to remove these "abilities" or do I now have to play this character as a cursed being? I have been hitting town after town searching for a scroll or something to remove the curse, but I don't want to waste anymore time doing this if it is not possible....
thanks
Jim T
Remove Curse
Moderator: Moderator
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- Wayist
- Posts: 15
- Joined: Fri Mar 02, 2012 3:53 am
Re: Remove Curse
nope, tis yours for life 
but not to worry, a small investment for any melee char gives a very nice return
good luck

but not to worry, a small investment for any melee char gives a very nice return
good luck
Re: Remove Curse
So, the cursed equipment...
Well it can be quite fantastic. Can I recommend curse of shrouds? I'd like to recommend curse of shrouds. With a lvl five curse, which does mean at least a 9 point talent commitment you get...
20% resist all for 1 turn after moving, or 3 turns after killing.
+20% resist dark and max resist dark, plus some see invis,
and last but not least, +10 con.
Nightmares is handy too at lvl 4, but lackluster beforehand. I haven't had much experience with the other flavors yet, and haven't used them as a frontliner.
Now the other stuff.
Ruined Ground I haven't toyed with much. I'd love to hear if someone else has a love or anything for the ability, because I'm just not seeing it. Then again I've been playing doomed too, and this could be more useful on the frontline for a breather.
Now, Cursed Sentry however...
Frankly even if I were tight on generic points I'd toss in 1/1/1/3 just to get this at level 3. Give it your leftover weapons, or whatever. That sucker plugs a corridor like no other, and packs a punch. Well worth the cost, and definitely reminiscent of the old floating dark sword enemies.
Also potential bug- it's easy to fuel cursed sentry FROM the transmogrification chest, which is useful.
Well it can be quite fantastic. Can I recommend curse of shrouds? I'd like to recommend curse of shrouds. With a lvl five curse, which does mean at least a 9 point talent commitment you get...
20% resist all for 1 turn after moving, or 3 turns after killing.
+20% resist dark and max resist dark, plus some see invis,
and last but not least, +10 con.
Nightmares is handy too at lvl 4, but lackluster beforehand. I haven't had much experience with the other flavors yet, and haven't used them as a frontliner.
Now the other stuff.
Ruined Ground I haven't toyed with much. I'd love to hear if someone else has a love or anything for the ability, because I'm just not seeing it. Then again I've been playing doomed too, and this could be more useful on the frontline for a breather.
Now, Cursed Sentry however...
Frankly even if I were tight on generic points I'd toss in 1/1/1/3 just to get this at level 3. Give it your leftover weapons, or whatever. That sucker plugs a corridor like no other, and packs a punch. Well worth the cost, and definitely reminiscent of the old floating dark sword enemies.
Also potential bug- it's easy to fuel cursed sentry FROM the transmogrification chest, which is useful.