Besmirch Companion

Combat

Besmirch’s combat is deliberate and slow. You don’t button-mash; you commit. This guide covers what you’re fighting and what to bring.

Bestiary at a glance

Beasts — Wolves, large cave-rats, and the occasional bear. Found mostly in Cave 1, Cave 2 entrance, and the wilderness. Take physical damage well; reach weapons (pitchfork, sickle) dominate.

Lesser demons — Begin in Cave 2’s deeper chambers and the sewer. Resist physical at half rate; vulnerable to holy. Travel in packs of 2-3 once you’re past the second chamber.

Greater demons — Cave 4 boss tier and below. Hit harder, take more damage, occasionally cast minor curses. The blessed cleaver halves your time-to-kill.

Spirits — Mansion, late sewer at night, Cave 4 deep chambers. Drift; cannot be hit by anything below the lantern spike. Holy weapons banish them in one or two hits; non-holy weapons waste your oil and your night.

The Baron — Endgame. Counts as a spirit-flavored greater demon hybrid. Bring all three consumables.

Weapon × enemy quick reference

Weapon \ EnemyBeastL. demonG. demonSpirit
Rusty pitchfork✅ ok⚠ slow❌❌
Iron sickle✅✅✅ ok⚠ slow❌
Lantern spike✅ ok✅ ok✅ ok✅ stagger
Blessed cleaver✅ ok✅✅✅✅✅✅ banish
Baron relic blade✅✅✅✅✅✅✅✅✅✅ ok

Damage numbers pending Phase 0 audit; matchup matrix above reflects effect categories.

”Lantern-spike trick”

If you swing the lantern spike at a spirit, the spike staggers; the light source momentarily intensifies. The next hit lands faster. Don’t rely on it as your only spirit answer — the cleaver is more reliable — but in a pinch it saves a run.

This behavior is documented from preview coverage (per Steam Community) and will be re-verified in the Phase 0 audit pass.

When to run vs fight

Run when:

Fight when:

See also