G
GNOSIS
ASCII prison-cosmos roguelike
Menu
Browse
Home Product Characters Web wiki Bestiary Spell omnibus Technique omnibus Item omnibus Recipe omnibus Leaderboards Steam
Live server
Active characters: 5
Gryphtopher under the Black Bell
Server mode
Access
Log in Register
More
Support Privacy Terms
itemization_merchant_economy_wiki

Gnosis Itemization and Merchant Economy Wiki

This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces. For exact live catalogs and tuning values, use the source-driven...

Updated
2026-04-19T11:06:55+00:00

Gnosis Itemization and Merchant Economy Wiki

Documentation Freshness (2026-04-19)

  • This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces.
  • For exact live catalogs and tuning values, use the source-driven portal compendiums:
    • /bestiary
    • /spell-omnibus
    • /technique-omnibus
    • /item-omnibus
    • /recipe-omnibus
  • In-game references are available through the W wiki menu (including generated spell/component compendiums).
  • World/floor map reference is in-game via P; the website map page is intentionally hidden.
  • Multiplayer host/deployment details live in docs/multiplayer_server_wiki.md and docs/server_portal_setup.md.

Current Build Delta (2026-04-19)

  • Deep floors now have a depth-scaled chance to spawn Lizard Kingdom Gates (FeatureLizardKingdomGate).
  • Using a Lizard Kingdom Gate enters Lizard Kingdom side sites (SiteLizardKingdom) with lizard society-biased populations.
  • Lizard Kingdom floors use dedicated cave themes (Outer Warrens -> Royal Sinkhalls) and integrate with map/examine/senses/clairvoyance text.
  • This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.

This page documents the implemented item pipeline, equipment model, and merchant behavior.

1. Scope

Primary code:

  • internal/game/gear.go
  • internal/game/game.go (inventory/equip/merchant UI)
  • internal/game/merchant.go
  • internal/game/recipes.go
  • internal/game/spellcraft.go (inscription caps/rules)

2. Item Taxonomy

Core item kinds in active gameplay include:

  • weapons
  • armor/clothing
  • charms
  • artifacts
  • consumables
  • readables
  • maps
  • materials
  • prosthetics

3. Infinite Generator Model (Current Form)

Procedural gear generation is combinatorial:

  • base archetype table (weapon/head/body/arms/legs/feet/charm)
  • style table
  • quality tier roll
  • enchantment roll set
  • name synthesis from rolled metadata

Quality tiers:

  • Crude
  • Common
  • Fine
  • Rare
  • Mythic

Mythic generation can promote items into artifact class.

4. Equipment Slots and Equipping

Player slots:

  • right hand
  • left hand
  • head
  • body
  • arms
  • legs
  • feet
  • charm

Equipping behavior:

  • selecting an equipable item in inventory toggles equip/unequip
  • two-handed weapons occupy main hand and clear offhand
  • dual-wield works when compatible items are in hand slots

5. Inventory UX

Inventory is paginated and categorized.

Categories:

  • all
  • equipped
  • weapons
  • clothing
  • charms
  • consumables
  • texts
  • materials
  • prosthetics
  • other

Controls in inventory menu:

  • 1..0 category tabs
  • [ / ] page navigation
  • item letter to activate (equip/use/study/view/etc.)

6. Craftable and Found Gear

Material-side supply comes from:

  • generated floor/world loot
  • enemy inventories/drops
  • expeditions
  • crafted outputs (fieldcraft, forge, alchemy, cooking)
  • merchant stock

Forge recipes can produce fixed named weapons/armor with known plan requirements.

7. Enchantments and Inscriptions

Random gear may roll enchantments.

Player inscription system can also apply enchantments to gear/marks.

Quality-based inscription cap:

  • crude/common: 1
  • fine: 2
  • rare: 3
  • mythic: 4

8. Merchant Spawn Logic

Merchant presence is controlled per root+theme band progress.

Eligibility:

  • material plane only
  • excludes overworld, secret chains, and final seals
  • requires non-zero theme band

Behavior:

  • only one merchant location is active for each eligible root+band progression key
  • merchant appears when you arrive at that tracked floor
  • leaving that floor increments encounter state and relocates merchant within the band target pool

9. Merchant Inventory and Pricing

Current merchant UI is buy-side.

  • m when adjacent
  • paged stock list
  • purchase removes stock entry and spends obols

Price model:

  • unit price = max(1, item.Value)
  • stack price = unit * Count for stackables

10. Merchant Persistence Notes

Merchant inventory persists on the active merchant actor while present.

  • actor ambient behavior can collect floor items; collected items become part of actor inventory
  • relocation/departure generates a new encounter instance with fresh stock logic

11. Currency and Material Economy

Primary economy tokens:

  • obols (trade currency)
  • materials (crafting economy)

Key loops:

  • sell-side is currently mostly implicit through salvage/crafting value, not full merchant sell UI
  • obols gained from play, kills, events, afterlife rewards, and loot
  • materials drive most build infrastructure and consumable growth

12. Practical Build Advice

  • Prioritize strong hand weapon + utility consumables early.
  • Upgrade non-hand slots for passive stats/ward/reveal.
  • Use inscriptions on high-quality items to avoid wasting cap.
  • Treat merchants as band-level opportunities, not permanent town vendors.

Related pages: