Adon brings you back with a gift attached. In his words:
You'll need to sate your urges... consume ichor from the living, or find totems from the world to fend off the power welling up inside you.
The game's own summary is shorter: "Your Curse meter is on your HUD. It fills as you fight, gather and craft. Hold Left Alt and hover over it to see your current curse effects."
What fills the meter
- Getting hurt. Every hit that damages you adds 1.
- Gathering. Most successful gathers add 6.
- Crafting. Almost every craft adds 6, even a failed attempt that earns no experience.
- Stealing. Each successful steal adds 4.
- Occult abilities. Each use adds a little, as listed on the ability.
- Cursed fields. Standing in one gives you
Cursed Field: "Gaining curse. Lingers for 5 seconds after you leave the field." - Some items, such as a totem you choose to absorb rather than purify.
The meter does not creep up while you stand still. At your estate, the everyday sources of curse do nothing until you finish Humble Beginnings.
The size of the meter
The meter is bigger the higher your
Occultism level, so the same six points from a craft are a smaller share of it later on. Occultism also raises how much occultic charge you can hold.
| Occultism level | Curse meter holds | 30% of the meter | Maximum charge |
|---|---|---|---|
| 1 | 1,800 | 540 | 400 |
| 10 | 2,127 | 639 | 535 |
| 20 | 2,490 | 747 | 685 |
| 30 | 2,854 | 857 | 835 |
| 40 | 3,218 | 966 | 985 |
| 49 | 3,545 | 1,064 | 1,120 |
| 50 | 3,581 | 1,075 | 1,175 |
| 60 | 3,945 | 1,184 | 1,325 |
| 70 | 4,309 | 1,293 | 1,475 |
| 80 | 4,672 | 1,402 | 1,625 |
| 90 | 5,036 | 1,511 | 1,775 |
| 99 | 5,363 | 1,609 | 1,910 |
| 100 | 5,400 | 1,620 | 2,000 |
Curse stages
Every 10% from 30% up brings a new stage. Each stage keeps everything from the stages below it and adds to it. The effects, in the game's words:
| Curse meter | Stage | New at this stage |
|---|---|---|
| Under 30% | Curse 0% | You can not touch water.You occasionally take malevolent actions. |
| 30% or more | Curse 30% | A stronger trade-off (see below) |
| 40% or more | Curse 40% | Enemies will now target you from further away but deal status afflictions 20% more often. |
| 50% or more | Curse 50% | Food heals 25% less but Ichor now heals. |
| 60% or more | Curse 60% | A stronger trade-off (see below) |
| 70% or more | Curse 70% | Enemies will now target you from even further away but deal status afflictions 50% more often. |
| 80% or more | Curse 80% | Food heals 50% less but Ichor now heals 2x as much.You occasionally take malevolent actions and exude a foul odor. |
| 90% or more | Curse 90% | A stronger trade-off (see below) |
| Full | Death's Door | Now taking periodic damage, can't regenerate health and can't sprint. |
From 30% on, every stage also trades resistance for damage. This is where humanity helps: with enough of it, some or all of the resistance loss goes away while the damage bonus stays.
| Curse | Humanity under 100 | 100+ | 500+ | 1,100+ |
|---|---|---|---|---|
| 30% or more | +10% damage-10% resistance | +10% damagefull resistance | +10% damagefull resistance | +10% damagefull resistance |
| 40% or more | +10% damage-10% resistance | +10% damagefull resistance | +10% damagefull resistance | +10% damagefull resistance |
| 50% or more | +10% damage-10% resistance | +10% damagefull resistance | +10% damagefull resistance | +10% damagefull resistance |
| 60% or more | +33% damage-25% resistance | +33% damage-15% resistance | +33% damagefull resistance | +33% damagefull resistance |
| 70% or more | +33% damage-25% resistance | +33% damage-15% resistance | +33% damagefull resistance | +33% damagefull resistance |
| 80% or more | +33% damage-25% resistance | +33% damage-15% resistance | +33% damagefull resistance | +33% damagefull resistance |
| 90% or more | +100% damage-50% resistance | +100% damage-40% resistance | +100% damage-25% resistance | +100% damagefull resistance |
| Full | +100% damage-50% resistance | +100% damage-40% resistance | +100% damage-25% resistance | +100% damage-25% resistance |
The stage names and effects are hidden from your usual effect bar; hold Left Alt and hover over the curse meter to read them.
Water deserves its own mention. From the first stage on you cannot touch it. Standing in it gives you
Waterlogged: "Soaked, your curse begins to sting at your skin. Movement speed reduced 15% and 5 damage every 1.5 seconds while you stand in water." Deep water sends you back to the last safe ground. Adon warned you.
A
Status Restore Potion "Clears afflictions, poison and curse effects, and blocks new curse effects for 3 minutes." Dying with your meter above 75% drops it to 75%.
Ichor and totems
Ichor comes from the living: creatures drop it. Totems turn up while you gather. Cassius Boone: "You will uncover totems naturally through mining, woodcutting or even fishing."
Crushing ichor in your hand lowers your curse and gives you charge. A totem gives you a choice: purify it to lower your curse, or absorb its power to raise your curse for more experience.
| Item | Use | Charge | Curse | Occultism XP |
|---|---|---|---|---|
| Consume | +10 | -10 | 5 | |
| Consume | +20 | -20 | 10 | |
| Consume | +40 | -30 | 20 | |
| Consume | +80 | -40 | 40 | |
| Purify | +10 | -15 | 5 | |
| Absorb Power | +10 | +15 | 7 | |
| Purify | +20 | -30 | 10 | |
| Absorb Power | +20 | +30 | 15 | |
| Purify | +40 | -45 | 20 | |
| Absorb Power | +40 | +45 | 30 | |
| Purify | +80 | -60 | 40 | |
| Absorb Power | +80 | +60 | 60 |
Small, Medium and Large Ichor stay in your pack when you die. Powerful Ichor and totems do not.
Shrines
Cassius again: "Now bring the Ichor to the Altar and use it there. You'll be able to make an offering up of the ichor and turn them into a charge."
Sacrificing ichor or totems at a shrine gives more charge and more
Occultism experience than using them in your hand. Each shrine multiplies both:
| Shrine | Charge | Occultism XP |
|---|---|---|
| Domaanziin Shrine | x2 | x2 |
| Occultic Shrine | x2.25 | x2.25 |
- With 100 humanity or more, a curse meter above 30% multiplies the result by another 1.5, and above 70% by 2.
- Charge beyond your maximum is not wasted: every 4 points over become 1 Occultism experience.
Occultic charge
Charge is a second meter, separate from the curse. You fill it with ichor, totems, shrines and Occultism levels (15 per level gained, 40 more at level 50 and 75 more at 100). Occult abilities and rituals spend it.
Humanity
Humanity is the total of all your skill levels plus your quest points. The tutorial line from Cassius:
Your Humanity rises as you level any skill and earn Quest Points from quests. Higher Humanity softens your curse's debuffs and unlocks new perks. You can check it in your character panel.
| Humanity | What it does |
|---|---|
| 100 | Softer curse stages from 30% up. A fourth free pick from your death container. The shrine bonus above. |
| 300 | A 35% chance to survive a killing blow on 1 health, once every five minutes. |
| 500 | Softer curse stages from 60% up. |
| 700 | Poison, Harsh Poison, Vicious Poison and Deadly Poison can no longer be applied to you. |
| 900 | Each kill that drops ichor has a 10% chance to absorb it on the spot, for three times its charge and experience. |
| 1,100 | Softer curse stages from 90% up. |
| 1,200 | With your curse meter at 80% or more, the undead no longer pick you as a target. |
| 1,800 | A 5% chance to double the items from a craft, a gather or a steal. |
