Items
All 20 items across 5 types. Stats marked pending audit until Phase 0 calibration completes.
| Goal | Best path | Why |
|---|---|---|
| Survive your first night | Rusty pitchfork + 2 lantern oil | Pitchfork has reach against beasts; oil keeps demons visible. |
| Beat Cave 3 boss | Iron sickle + bandages × 2 | Cleave handles the boss adds; bandages cover one mistake. |
| Enter the mansion | Blessed cleaver + courage tonic + blessed bread | Holy damage matters; bread keeps lesser demons at arm's length. |
| Max defense, no trust cost | Chainmail (not demonbone) | Demonbone plate loses you Father Aldred forever. |
| Make rent for the Baron | Iron ore × 10 → blacksmith → onions | Smith trades raw ore for goods you can flip at the inn. |
weapon (5)
Rusty Pitchfork
T1Your starting weapon. Awkward against demons but better than empty hands. Has a long reach that keeps beasts from closing.
Iron Sickle
T2Forged by the blacksmith once you've earned a little trust. Faster than the pitchfork, good against multiple lesser beasts in a swing.
Lantern Spike
T3A heavy lantern with an iron spike welded to its base. Doubles as light source and bludgeon — swing burns oil but staggers spirits.
Blessed Cleaver
T4Cleaver consecrated by Father Aldred. Cuts demons cleanly; mortals find it heavy. Costs trust with the priest if you ever defile it.
Baron's Relic Blade
T5Stripped from the mansion crypt at considerable risk. Its weight matches your guilt; its edge does not dull.
armor (4)
Linen Shirt
T1What you arrived in. Offers no protection but the townsfolk find you less threatening than someone in chainmail.
Leather Vest
T2First real armor available — the hunter trades it for two well-bred onions and a story. Stops a beast's claws cold; demons still get through.
Chainmail
T3Heavy and noisy. Slows you in the fields but turns most demon strikes into bruises. The blacksmith fits it for free if you've fed the town enough.
Demonbone Plate
T4Forged from the ribs of what you killed in Cave 4. Father Aldred refuses to bless it. The doctor wonders aloud what it does to your sleep.
consumable (4)
Lantern Oil
consumableRefills your lantern; essential for surviving nightfall. Burns at a fixed rate per in-game hour after dusk.
Bandage
consumableStops bleeding and a little pain. Free at the clinic if the doctor likes you; the shop charges three times what it should.
Blessed Bread
consumableBread the priest has consecrated. Demons hate the smell. Stale after three days; useless after seven.
Courage Tonic
consumableThe doctor brews it from carrots and something he won't name. Steadies your hand for the night you visit the mansion.
furniture (4)
Wooden Bed
furnitureStarting bed. Sleeping recovers full stamina; nightmares optional, depending on the day you had.
Fireplace
furnitureBuilt early in autumn or you regret it by winter. Heats the cabin and keeps the worst spirits outside.
Prayer Altar
furnitureA small shrine the priest helps you assemble. Praying nightly grants a small trust boost with Father Aldred — and a different kind of dream.
Scarecrow
furnitureBuilt from straw and cloth. Wards crows from your fields and, on some farms, sees things. Don't ask which.
material (3)
Cursed Wood
materialBlack-veined timber from the woods east of the farm. The blacksmith refuses to burn it; the carpenter will, for a price.
Iron Ore
materialMined in the caves. The blacksmith pays well; the demons will pay you in scars to get to a node.
Demon Ichor
materialBlack fluid that beads from demons after they fall. The librarian collects vials; the priest insists you burn yours.