Survival essentials¶
The "you forgot one of these and now you're in real trouble" list. Cheap items; saves your life at some point.
Prices in this guide
Ghelmyon's economy runs in copper / silver / gold (100c =
1s, 100s = 1g). For rough scale: a bandage runs ~1s, a torch
a few copper, a health potion ~3s. But the exact price
swings - by vendor, by town, and with your reputation - and
shifts as the economy is balanced. So this guide gives relative
tiers (cheap / mid / pricey / expensive); for what a
given shop is charging right now, use /stock <item> in-game.
Bandages¶
Why: Out-of-combat healing. Heals a small chunk of HP without mana, without consumables, without a cleric.
| Tier | Heals | Cost | Notes |
|---|---|---|---|
| Linen bandage | low | cheap | Starter - every player should have 3 |
| Clean bandage | mid | mid | Apothecary stock |
| Treated bandage | high | pricey | Field surgeon - Herbalist-craftable |
Buy 3 minimum. Always. Stash in a sack or your inventory.
use bandage
Torch¶
Why: Half the world is dark. Caves, dungeons, jail cells, the sewers, late-night Ghelmyon streets. Without light, you fail Perception rolls, miss exits, walk past loot.
| Tier | Burn time | Cost | Notes |
|---|---|---|---|
| Crude torch | ~30 minutes | cheap | Starter - buy 2 |
| Oil lantern | ~3 hours | mid | Refillable, much better |
| Mage-light | Permanent | quest only | Quest reward / craft |
Light it when you enter darkness, not before.
light torch
:material-rope: Rope¶
Why: Vertical world. Climbs, descents, restraints (yes, that), some quests just require it.
- Cheap (a couple of coppers)
- Reusable (doesn't break easily)
- Quest-relevant - multiple chains gate on
use rope
Buy 1. Keep it forever.
Food + waterskin¶
Why: Hunger and thirst are real systems. Skip them and you start the day with reduced stamina and miss the morning's free SP gain.
| Item | Restores | Cost | Notes |
|---|---|---|---|
| Bread | Hunger 30% | cheap | Common |
| Dried meat | Hunger 50% | cheap | Lasts well |
| Cheese | Hunger 40% | cheap | Common |
| Waterskin | Thirst 80% | cheap | REFILL at any tavern/well |
| Ale | Thirst 50% + drunk | cheap | Drunk mechanics - be careful, drunk debuffs flirt + combat |
Keep: 3+ food, 1 waterskin (refilled). Eat at every dawn phase.
eat bread
drink waterskin
Health potions¶
Why: Mid-combat healing. Bandages are out-of-combat; potions work in a turn.
| Tier | Heals | Cost | Notes |
|---|---|---|---|
| Minor health potion | low | mid | Common, apothecary |
| Health potion | mid | pricey | Standard mid-game |
| Greater health potion | high | expensive | Endgame |
Most classes start with 2. Buy 2 more before any quest involving combat. Herbalists make their own - see the Herbalist article.
:material-coin: Coin pouch¶
Why: Theft protection. Without a coin pouch, all your gold is "loose" and gets stolen on a single failed Stealth check / mugging / pickpocket. With a pouch, gold sits inside an item that takes a deliberate action to remove.
Every player should have one by end of Day 1. Cheap tier.
Quick shopping list (Ghelmyon Day 1)¶
| Item | Qty |
|---|---|
| Bandages | 3 |
| Torch | 2 |
| Rope | 1 |
| Bread / dried meat | 4 |
| Waterskin | 1 |
| Coin pouch | 1 |
The whole shopping run is starter-budget - every item on this list is cheap tier. Your starter gold leaves comfortable headroom for class-specific top-ups (extra arrows, mana potions, lockpicks).
See also¶
- Utility & tools - lockpicks, shovel, thieves' tools
- Recommended kits by class
- Class onramps