Salvage

Everything else in GLOAM is optional. This is the thing the game is made of.

Status: Live

The loop#

  1. Find a cache. They sit in the dark with a faint ring around them; the colour of the ring tells you the tier.
  2. Press E. The pry starts.
  3. Work the lock. Stop the bar where it gives. Three good bites opens it, three slips and the lock has won.
  4. Take what is in it — Tallow, salvage, sometimes a relic.
  5. Get back to the Landing before the torch does, and it banks.

Step 5 is the one people skip.

The pry#

A bar sweeps back and forth across the lock. Somewhere on it there is give. Press Space (or tap Bite) when the bar is over the give.

  • Every good bite narrows the give for the next one
  • Three good bites and the lid comes up
  • Three slips and the cache stays shut — and stays shut for you

Difficulty comes only from the cache tier. There is no gear check, no stat roll and no hidden modifier: a new delver and a veteran face exactly the same lock on the same cache.

TierGiveSweep speedTallowSalvage
I30%slow14–26Brick and scrap
II24%22–40Lead flashing
III18%38–68Old ironwork
IV13%60–105Guild silver
V9%fast95–170Gloamglass

Relic chance by tier: I and II none, III 8%, IV 16%, V 30%. See Relics.

Where the tiers are#

FloorTypical tier
The Landing (B1)I
The Wick Market (B3)II
The Cistern (B6)III
The Warrens (B9)III–IV
The Gloam (B13)V

Roughly a quarter of caches roll one tier above their floor. That is the reason to look in corners.

Cooldowns#

An emptied cache stays empty for a while before it is worth anything again. The cooldown is per cache, per delver, and enforced by the server — so a cache someone else just did is still there for you.

Carried is not banked

Everything you pull out of a cache is carried until you walk it into the Landing. When your torch goes out you keep your banked Tallow, your gear and your relics, and lose most of what you were carrying. That is the whole game: knowing when the next cache is worth the walk back.