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Lamp
April 19, 2026 at 11:07 PM
Initial version (2026-04-20)
Lamp is a handheld oil light in Windrose. It is the primary light source for indoor exploration: caves, cellars, ancient ruin interiors, and the inside of large pirate camps. Without one, dark interiors hide chests, lever-and-button puzzles, and the difference between an Old Skeleton and a Drowned that is about to bite.
The first Lamp does not need to be crafted. It is the guaranteed drop from the Decrepit Chest at Pirate Remains, a hand-placed point of interest on the eastern beach of the starting island. Looting the chest also gives a Blurry Sketch quest item that triggers Fifteen Men on a Dead Man's Chest, and it teaches the Lamp recipe at the same time.
Station | Ingredients | Output |
|---|---|---|
Workbench (Level 1) | 4 Copper Ingot + 1 Rope | 1 Empty Lamp |
The recipe unlocks the moment the Decrepit Chest at Pirate Remains is opened. If a Lamp is lost or destroyed, craft a replacement with the same recipe at any Level 1 Workbench.
A Lamp shows a fuel bar on the right side of its inventory icon. When the bar empties, the Lamp stops emitting light until it is refilled at a Workbench.
Station | Sub-Menu | Ingredients | Result |
|---|---|---|---|
Refill / Repair (press D inside the Workbench menu) | Lamp refilled to 100% |
Animal Fat drops reliably from Boars and Sows on the starting island and most Coastal Jungle islands. Both wildlife types are common around the bonfire and inland clearings, so a single hunting loop usually banks 6 to 9 Animal Fat, enough for two to three full Lamp refills.
Caves: the Jungle Cave interiors and the central Copper Deposit cave on the starting island are dark enough that a Lamp is mandatory for spotting waste-rock walls and the Smugglers' Cache off-shoots.
Ancient Ruin cellars: the cellars under Ancient Ruins branch into multiple chambers. A Lamp is required to see the chest in the back room without leading with a torch.
Trial Circle Ruins: spike traps and the rope-only entrance both punish blind movement. A Lamp on belt plus a few Torches placed at the climb-down keep the route legible on a return trip.
Sailor camps at night: dark tent interiors hide quest items like Marcel Boucher's diary pages and Damaged Flask in the Buccaneer site cluster.
A Lamp is a held item that follows the player; a Torch is a placed building piece. Use a Torch to permanently mark a junction (a cave fork, the entrance of a cleared ruin) and use a Lamp to actually move through unfamiliar rooms. Torches do not consume a fuel resource after placement; Lamps do.
Letting the fuel run to zero in the middle of a cave clear. Always keep at least 3 Animal Fat in inventory before going underground.
Trying to refill in the field. The refill action is only available at a Workbench, in the Refill / Repair sub-menu. There is no field-refill option from the inventory screen.
Carrying two Lamps. Only one Lamp can be active at a time, and a second Lamp does not stack into the same slot. A spare Lamp slot is wasted inventory; carry the spare Animal Fat instead.