Besmirch Companion

Night Survival

Day in Besmirch is generous. Night is not. By dusk (roughly hour 20 in-game) you should be inside, or you should be ready to fight. This guide is for the second case.

Lantern oil math

Lantern oil burns at a fixed rate per in-game hour after dusk. With 1 unit, you can travel home from town safely. With 2 units, you can clear the entrance of Cave 1 in the dark. With 3, you have a margin for surprises.

Always carry more oil than you think you need. The shop sometimes runs out; the doctor only stocks it if he likes you. Use the Day/Night Planner to estimate burn for a planned night excursion.

Weapon tiers and what they do at night

Spirits don’t care about most weapons. Demons resist a few. Beasts respect reach. The progression that works for most players:

  1. Rusty pitchfork (T1) — Reach matters more than damage; keeps beasts at arm’s length. Useless against spirits.
  2. Iron sickle (T2) — Cleave handles multi-enemy spawns in Cave 2 and the sewer. Still useless against spirits.
  3. Lantern spike (T3) — Doubles as a light source. Each swing burns oil but staggers spirits — the first weapon that actually scares them.
  4. Blessed cleaver (T4) — Father Aldred consecrates it after a long quest line. Cuts demons cleanly and banishes lesser spirits in one hit.
  5. Baron’s relic blade (T5) — Endgame. Pierces armor, but carries a curse penalty wxq will document in detail once Phase 0 audit calibrates the cost.

See the full list at Items → Weapons.

Demon spawn patterns by zone

Spawn behavior in Early Access 0.7 (subject to dev tweaks):

”If you must travel after dusk” checklist

Before leaving the farm at night:

Skip any item and you may still survive. Skip more than one and you probably won’t.

See also