The merchant
Some rooms hold a merchant. Everything is paid with your account's gold (dungeon loot, quest rewards and run bonuses). Gear you buy goes straight to its slot and replaces what was there, like a reward; runes, gems and charms go to your bag. You can also sell bag and charm items back for a fraction of their value, so selling never beats killing for loot. Prices are D2's, scaled: items and recharges at 100%, gambling at 100%, mercenaries at 20%.
Merchants
| Merchant | Services | Stock |
|---|---|---|
| Wandering Merchant | Trade, Recharge, Gamble, Hire | 3 x weapon (30% magic) 3 x armor (30% magic) 1 x staff (50% magic) 1 x wand (50% magic) 1 x wizard orb (50% magic) 1 x jewelry (100% magic) gamble: weapon gamble: armor gamble: jewelry |
The stock is rolled when you enter the room, at item level = the dungeon's monster level + 5, capped at 35 / 65 / 90 in Normal / Nightmare / Hell. Merchants never sell rare items; white items can be Superior or socketed, so look for runeword bases. They also hire out mercenaries from the dungeon's current region (Mercenaries).
Prices
An item's value is (10 + 6 * qlvl + 0.5 * qlvl^2) * rarity multiplier, plus 4 gold per level of each affix and 50 per socket; Superior items are worth 125%, Low Quality 50%. Vendor Prices Reduced discounts buying, recharging and gambling (up to 90%).
| Rarity | Price multiplier |
|---|---|
| Normal | 100% |
| Magic | 200% |
| Rare | 300% |
| Set | 400% |
| Unique | 500% |
| Crafted | 300% |
Examples (white, no sockets, full price):
| Base | qlvl | Value |
|---|---|---|
| Short Sword | 1 | 17 |
| Long Sword | 9 | 105 |
| War Sword | 31 | 677 |
| Kingsblade | 64 | 2442 |
| Quilted Armor | 1 | 17 |
| Gothic Plate | 60 | 2170 |
Item charges ("Level 5 Frost Nova (12/20 Charges)") cast the skill at that level with no skill points needed, only while the item is equipped. Each cast spends a charge. The merchant refills them (Recharge), for 10 gold per spent charge per skill level. Items never wear out: there is no durability.
Selling
Any bag or charm item sells for 25% of its value (quest items and keys are worth 0, so they can't be sold). Equipped gear has to come off first, same as everywhere else: unequip it to the bag, then sell it.
Gambling
The merchant also sells unknown items by base. You pay by your level, not by the item, and get a magic-or-better item at item level = your level -5 to +4:
| Unique | Set | Rare | Magic |
|---|---|---|---|
| 0.05% | 0.1% | 10% | 89.85% |
A unique roll on a base with no unique becomes rare, and a set roll with no set piece becomes magic. From level 25 each gamble has a 10% chance to become the exceptional version of the base, and from level 55 another 10% to go on to elite (if the item level allows it).
| Level | Weapon or armor (D2 gold) | Ring or amulet (D2 gold) |
|---|---|---|
| 5 | 546 | 1101 |
| 10 | 1386 | 3201 |
| 20 | 4506 | 11001 |
| 30 | 9546 | 23601 |
| 40 | 16506 | 41001 |
| 50 | 25386 | 63201 |
| 60 | 36186 | 65000 |
| 70 | 48906 | 65000 |
| 80 | 63546 | 65000 |
| 90 | 65000 | 65000 |