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#
| Provision | Does | Made from |
|---|---|---|
| Spare wick | Restores 35% torch, instantly | Lichen, Tallow |
| Pitch flask | Restores 100% torch, slowly, while standing still | Lichen, dripping |
| Chalk | Marks a cache on your map for 20 minutes | Brick and scrap |
| Grease | Next pry has +6% give | Dripping, ironwork |
| Ward salt | Critters keep away for 90 seconds | Lichen, 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.