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:
- Rusty pitchfork (T1) — Reach matters more than damage; keeps beasts at arm’s length. Useless against spirits.
- Iron sickle (T2) — Cleave handles multi-enemy spawns in Cave 2 and the sewer. Still useless against spirits.
- Lantern spike (T3) — Doubles as a light source. Each swing burns oil but staggers spirits — the first weapon that actually scares them.
- Blessed cleaver (T4) — Father Aldred consecrates it after a long quest line. Cuts demons cleanly and banishes lesser spirits in one hit.
- 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):
- Cave 1: predictable spawns near the entrance; lesser beasts only.
- Cave 2-3: scaling difficulty; lesser demons appear past the second chamber. Bring oil for the trip out, not just in.
- Cave 4: greater demons + spirit on first descent. Do not enter without blessed bread.
- Sewer dungeon: bandits + spirits + lesser demons. Bandits group; spirits drift; demons ambush. The most chaotic zone in 0.7.
- Mansion: spirits in every wing, the Baron himself in the crypt. Save your run before entering.
”If you must travel after dusk” checklist
Before leaving the farm at night:
- Lantern: oil level at least double the expected hours away
- Weapon: at least tier-2 for towns, tier-3 for caves
- Bandages: 2 minimum
- Blessed bread: 1 if entering Cave 3+, sewer, or mansion
- Courage tonic: 1 if entering the mansion or fighting a boss
Skip any item and you may still survive. Skip more than one and you probably won’t.
See also
- Combat — what each weapon does to each enemy type
- Items → Consumables — oil, bandages, blessed bread, courage tonic
- Locations → Cave 1 and following for danger levels and loot