Provisions

Five things worth pocket space. All of them are made, none of them are required, and none of them make you stronger — only longer.

Status: Live

The list#

ProvisionDoesMade from
Spare wickRestores 35% torch, instantlyLichen, Tallow
Pitch flaskRestores 100% torch, slowly, while standing stillLichen, dripping
ChalkMarks a cache on your map for 20 minutesBrick and scrap
GreaseNext pry has +6% giveDripping, ironwork
Ward saltCritters keep away for 90 secondsLichen, guild silver

Rules#

  • Provisions are consumed on use. There is no charge system.
  • You can carry six at a time, in any combination.
  • They are tradeable at the Wick Market, which makes them the main thing a Cistern farmer actually sells.
  • None of them are required for any floor, including the Gloam.

What provisions deliberately do not do#

There is no provision that:

  • Increases your maximum torch — that is a tank
  • Makes a cache drop a better tier — that is the floor
  • Protects your carried haul when you go dark — nothing does
  • Can be bought with $GLOAM directly from us

The line is that provisions extend a run. They never change what a run can reach. If we ever ship one that does, we have crossed into pay-to-progress even if it is only payable in Tallow.

On the six-slot limit

Six is small on purpose. If you could carry twenty spare wicks, the torch would stop being a clock and start being an inventory-management problem, and the whole game would be worse for it.