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Overview
Remedies are consumable items that players craft in Blight: Survival. Players can spend crafting materials and coins on crafting Remedies such as bandages, torches, herbs, and potions. This crafting system is separate from the Artisan's weapon and armor workshop. While the Artisan handles permanent gear upgrades, Remedies deal with the expendable supplies that keep a character alive and effective during a mission into No Man's Land.
Known item types
Bandages: Basic healing items for treating wounds sustained during combat. The most fundamental remedy and likely the most frequently crafted.
Torches: Light sources for dark areas and nighttime exploration. Given that time of day affects difficulty and visibility in the game, torches serve both a practical navigation purpose and potentially a defensive one against light-sensitive enemies.
Herbs: Natural ingredients that can be used directly for minor effects or combined into more potent remedies.
Potions: More advanced consumables that provide temporary buffs or stronger healing effects. Likely require rarer ingredients and more preparation.
Preparation and resource management
Remedies are crafted at the camp, where players decide how to allocate their resources: do you craft a full set of bandages for maximum healing, or do you bring fewer bandages and invest in potions that might provide a temporary combat advantage? Torches are essential for dark runs but take up inventory space that could hold other supplies.
The preparation decisions interact with the extraction-style gameplay loop. Since dying means losing your character and their gear, the Remedies you bring on a run directly affect your odds of survival. Under-preparing means running out of healing when you need it most. Over-preparing means carrying supplies at the expense of space for loot you find during the run.
Separate from gear crafting
The Remedies system exists alongside but separate from the Artisan's gear crafting. This dual-system approach means players manage two resource economies: permanent progression through the Artisan (weapons, armor) and run-specific preparation through Remedies (consumables). Materials gathered during runs may feed both systems, creating decisions about which system to invest in when resources are scarce.
Co-op considerations
In co-op play, Remedies add a team coordination layer. A group of four players might designate one member to carry extra bandages for healing, another to bring torches for the team, and others to focus on offensive potions. Alternatively, each player might bring a balanced loadout. The classless system means there is no dedicated "healer" role, so remedy distribution becomes an informal team decision before each run.