The Wandering Fence
The merchant is the room after most floors: floors 1, 2, 4, 5, 7 and 8 of each depth, and the other way at a fork on floors 3, 6 and 9. His way-on button stays bronze until you have bought something.
His wares
Six plates with prices. Tap one for its card and "Buy".
- Four pieces of gear. The first two are etched at the depth's tier: I in the Gilt Cellars, II in the Drowned Reliquary, III in the Hoard Heart. The first of them is a unique 15% of the time.
- He is a set-smith. While you wear two or more pieces of a set, the two plain pieces are ones that set is missing.
- Two bag wares: tonics, flasks and kegs or tomes, and from floor 11 sometimes a Gilt Heart.
- Below the first depth his gear rolls a rarity higher and every price is 25% over the market's. The game puts it as "Rare stock, at market prices." in the Cellars and "Rare stock, steep prices." deeper.
"New wares" re-rolls everything you have not bought, for 1 gem.
Paying the Tally
While the depth's Tally is open, a "Pay" button pays as much of it as your gold covers. Settle it in full and you get a receipt in gems at once: 3 if you settle on the depth's floors 1 to 3, 2 on floors 4 to 6, 1 after. The merchant is the only place the Tally can be paid.
Reworking etchings
Select a piece of etched gear here and its card gains two buttons:
- Extract (1 gem, and a free bag slot): the etching comes off onto an Etching Scroll, which you can drag onto another piece.
- Deepen (2 gems): the etching goes up a tier, to III at most. Tier I gains a second stat line; tier II has its numbers raised by half and gains an extra if it had none.
Cheaper wares
The Scarcity trial removes his markup, and the Mint Die treasure takes 5% off his prices for good.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.