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...
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
Wwiki 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.mdanddocs/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.gointernal/game/game.go(inventory/equip/merchant UI)internal/game/merchant.gointernal/game/recipes.gointernal/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..0category 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.
mwhen adjacent- paged stock list
- purchase removes stock entry and spends obols
Price model:
- unit price =
max(1, item.Value) - stack price =
unit * Countfor 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: