Nightreign Merchant Patterns
Merchant stock is drawn from a small set of fixed patterns, chosen independently of the map seed. All four merchants in a run share the same one, so reading the Normal merchant in front of you tells you what the Township and Legendary merchants are holding. Browse the patterns below to find the one matching your run.
Normal Merchant

2,500
4,000
5,000
5,000

4,000

12,000

11,000

10,000

10,000

7,000
42,000
Township Merchant

2,500
3,000
5,000
5,000

12,000

14,000

12,000

12,000

10,000

10,000

12,000

9,000

9,000
42,000
42,000
42,000

42,000

42,000
Legendary Merchant

98,000
98,000
98,000
98,000
Pre-Nightlord Merchant

25,000
25,000
25,000
As a player, I think the value of this page is in memorising a few of the effects that suit how you play. After that, a merchant visit is worth more than it looks. I build around skills, so pattern 11 is one I watch for. If it comes up and there is a Township on the map, that merchant carries two items with Improved Skill Attack Power in a casual expedition: Golem Greatbow at +18% and Dragonscale Blade at +21%. In the Deep of Night it carries three, with Harp Bow at +18% added. That is half a build bought over the counter, and it leaves me killing bosses for runes instead of hoping a Dormant Power offers something that fits.
Improved Damage Negation at Full HP is the other effect I shop for, and the deeper I get into the Deep of Night the less I want to run without it. I play a mage probably 80% of the time, and at those depths a regular enemy can kill me in one hit. This is the only effect I have found that keeps that from happening. Eight of the 21 patterns put it on a weapon at the Normal or Township merchant in the Deep of Night, against nine in a casual expedition.
The Legendary merchant is the one I plan around. It only exists in the Great Hollow, a vertical map that is hard to get around, so knowing what it holds before spending the time to reach it is a real help. Two weapons are sold nowhere else in the catalogue: the Grafted Blade Greatsword in patterns 1, 2 and 3, and the Marais Executioner's Sword in patterns 4, 5 and 6. There is a catch, though. It does not appear until day 2, so a run planned around buying one of them leaves you little of the expedition left to get full value out of it.

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