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Expeditions
Provisions
Buy for mission length, region, and risk tolerance.
Overview
Food, torches, shovels, and regional supplies prevent different failures. The right load depends on mission length, region, planned Curio interactions, and party experience.
Each supply prevents a different problem
| Item | Use | Decision |
|---|---|---|
| Food | Hunger, limited healing, and camping. | Reserve food for hunger checks; do not spend all of it healing. |
| Torch | Maintain light and alter expedition conditions. | Beginners usually favor high light over darkness loot risks. |
| Shovel | Clear obstacles without manual-clearing penalties. | Do not assume a route has no obstacles. |
| Bandage | Remove bleed and interact with some Curios. | Match the destination and party recovery tools. |
| Antivenom | Remove blight and interact with some Curios. | Not a substitute for health or stress management. |
| Medicinal Herbs | Debuffs and Curio interactions. | Can turn certain risky objects into useful rewards. |
| Holy Water | Resistances and specific Curios. | Check the object: not every altar uses the same item. |
| Skeleton Key | Locked objects and secret rooms. | Leave room for valuable loot. |
A shopping example, not a guaranteed quantity
For an ordinary early short mission without mods, an editorial conservative starting point is to evaluate 12 food, 8 torches, and 2 shovels plus regional supplies. This is not a game formula: route length, random hunger, combat, and Curio decisions change consumption. Medium and long missions need food for camping and the remaining journey. Adjust using what your party actually consumed.
Before the expedition
- Start with mandatory consumption and mission-ending failures.
- Add items for Curios you intend to use.
- Leave inventory capacity for loot.
- State difficulty and enabled DLC beside recommended quantities.

