torre-economy

Control gold flow, loot drops, and revive costs across TORRE floors and seeds.

Updated Feb 25, 2026
One-click install
npx skills add https://github.com/lfggarcia/dnd-app --skill torre-economy
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: torre-economy
Source: https://github.com/lfggarcia/dnd-app/tree/main/.github/skills/torre-economy
Command: npx skills add https://github.com/lfggarcia/dnd-app --skill torre-economy

SYSTEM DOCUMENTATION & REQUIREMENTS

## What problem does it solve?

TORRE economy system — gold, loot, item drops, boss unique drops, revive costs, and economic balance rules. Use this guide when implementing loot drops, gold transactions, revive logic, item management, or economy-related features.

## Core Features & Use Cases

  • Control gold flow across floors: currency earned, spent, and revive costs.
  • Define loot rules: what drops, rarity, boss and seed-specific drops.
  • Ensure balance through boss loot and progression tied to seed state.
  • Revive costs scale with character level and death count; support inflation control and resource gating.
  • Data models and guidelines for items, currencies, and market transactions.

### Quick Start

Configure a seed, set revive costs, and simulate a boss drop to validate economic balance.

Frequently Asked Questions about torre-economy

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I balance in-game gold economy and loot drops for a roguelike?

Balancing in-game gold economy and loot drops requires defining currency flow, item rarity, and boss drops across floors. You configure revive costs, seed-specific loot tables, and resource gating to maintain consistent economic balance throughout progression.

How does revive cost scaling work with character level and death count?

Revive cost scaling applies increasing gold penalties based on character level and death count. This mechanism controls inflation and gates resources, ensuring the in-game economy remains balanced as players progress through floors and repeatedly die.

What is the best way to implement boss drop logic tied to seed state?

Implementing seed-specific boss drops involves tying unique item drops directly to the seed state. This ensures progression and boss loot remain consistent across runs, maintaining economic balance and predictable rarity distributions.

Can I use this economy balance system for item management and market transactions?

Yes, this economy balance system supports item management and market transactions. It provides data models and guidelines for items and currencies, ensuring consistent rules for gold flow, loot drops, and revive costs across floors.

Why does gold inflation break progression in dungeon crawler games?

Gold inflation breaks progression when revive costs and loot drops are not scaled by character level and death count. Without resource gating and balanced boss drop logic, players accumulate excessive currency, trivializing economic challenges.

Do I need external dependencies to configure loot drop rules and currency flow?

No external dependencies are required to configure loot drop rules and currency flow. The system operates independently, providing internal data models and guidelines for items, revive costs, and boss drops without needing additional libraries.