The market
A shelf of four offers rides along at the bottom of the screen all run. It restocks with every fight, and you can shop in the middle of one.
The shelf
4 offers, each with a price tag; the tag is grey and the tile dims when you can't afford it. Left of them is the refresh button with its price, right of them the sell coin.
- Every new fight restocks every slot that is not locked.
- Buying a piece restocks that slot at once, so the shelf is never empty.
- Offers are gear, tonics, flasks and tomes. Uniques never appear here, and nothing here is better than Legendary.
- Buying never ends your turn. A piece bought mid-fight counts from that moment.
Tap an offer for its card and "Buy", or drag it straight where you want it: onto a slot, onto its twin, or onto the piece it should replace.
Refresh
Refresh rolls new offers for every unlocked slot. Its price starts at 2 gold on floor 1 and grows 20% a floor, and each refresh in the same fight costs one step more: twice the base for the second, three times for the third. "Refresh: price resets each battle".
| Floor | 1 | 5 | 10 | 15 | 20 | 25 | 30 |
|---|---|---|---|---|---|---|---|
| First refresh | 2 | 5 | 11 | 26 | 64 | 159 | 396 |
| Second | 4 | 10 | 22 | 52 | 128 | 318 | 792 |
Pip's Fence specialization takes 25% off, the Merchant's Purse 30%, and the Scarcity trial doubles it. Refresh is locked on the first three floors of a guided first run.
Lock
Long-press an offer, or use "Lock" on its card, to keep it through refreshes and through the restock of each new fight: for a piece you want but can't yet pay for. "Lock all" holds the whole shelf. Buying from a locked slot unlocks it.
The set slot
While you wear two or more pieces of a set, the last free slot of each new market offers a piece of that set you are missing, at the usual price and rarity. See how sets work.
Selling
Drag anything you own onto the sell coin, or press "Sell" on its card. Selling pays 40% of the piece's price. While you carry a piece, the coin shows what it would pay.
- Pip's Fence pays 60%, and the Coin Mimic's Tongue pays half again as much. 75% is the most a sale can pay.
- An etching adds to the sale, at half the rate it adds to the price.
Prices
A piece's price is its base price times its rarity's step, growing 20% for each floor of its level, plus 35% for each etching tier. The merchant below the first depth charges a quarter more than the market.
Floor 1
You start with 30 gold, a Rusty Shortsword, and a first market holding three cheap Worn pieces: a starter kit. Nothing in that first market is etched.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.