Economy

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Economy in Terminal Descent revolves around DATA (¤) — the universal currency of The Lattice. Players earn credits by downloading files, completing missions, selling data to FENCE, and finding hidden caches. Credits are spent on Cyberdeck upgrades, program purchases, faction donations, skill training, bribes, and intel.

Currency

DATA (¤) is the primary currency, represented by the glyph ¤. It functions as both money and a measure of information value — in the Lattice, data is currency.

Earning DATA

Source Typical Yield Notes
Downloading files (DOWNLOAD command) 25-3,000¤ Based on paydata classification
Completing missions 200-2,000¤ Varies by mission complexity
Selling items to FENCE Variable Based on item rarity and signal grade
Hidden caches 50-500¤ Found via SEARCH in various nodes
Faction rewards 100-1,000¤ For faction-specific missions

Spending DATA

Category Cost Range Notes
Program purchases 100-5,000¤ From FENCE at Onyx Market
Cyberdeck upgrades 500-10,000¤ Processor, memory, firewall
Skill training 200-2,000¤ Accelerate XP gain
Bribes (Brokers) 100-2,000¤ Reduce HEAT, buy intel
Faction donations 500-5,000¤ Increase faction reputation
Intel/information 50-500¤ NPC tips, node maps, IC data

Paydata Classification

Downloaded data is classified by sensitivity, which determines its value:

Classification Value Range Frequency Description
ROUTINE 25-100¤ 50% Common network data, public records
RESTRICTED 100-400¤ 30% Internal communications, employee records
CLASSIFIED 400-1,000¤ 15% Corporate secrets, research data
BLACK-LEVEL 1,000-3,000¤ 5% Kill-switch fragments, Architect data, evidence

Signal Grades

Items and programs have a signal grade that determines their quality within their stat range:

Grade Symbol Rarity Stat Range FENCE Value
Static 45% 40-55% of range 50¤
Tuned 28% 55-70% of range 120¤
Calibrated 15% 70-82% of range 300¤
Resonant 8% 82-90% of range 750¤
Overclocked ██ 3.5% 90-96% of range 2,000¤
Pristine ███ 0.5% 96-100% of range 5,000¤

A Pristine program is functionally identical in type to a Static version, but its stats are near the theoretical maximum. Signal grades apply to all items and programs found or purchased.

Economy Progression

Expected DATA earnings scale with the game's three acts:

Phase Earned Cumulative
Act I (Nodes 1-6) 1,500-2,500¤ 1,500-2,500¤
Early Act II (Nodes 7-9) 2,000-4,000¤ 3,500-6,500¤
Mid Act II (Nodes 10-12) 3,000-5,000¤ 6,500-11,500¤
Late Act II (Nodes 13-14) 2,500-4,500¤ 9,000-16,000¤
Act III (Nodes 15-20) 4,000-8,000¤ 13,000-24,000¤

Average first-playthrough total: ~15,000-18,000¤

FENCE and Trading

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FENCE operates the Onyx Market (Node 5) as an autonomous trading algorithm. FENCE buys and sells everything — programs, data, items, information. Prices fluctuate based on supply, demand, and FENCE's relationship with the player.

Key trading mechanics:

  • FENCE's buy prices are lower than sell prices (the algorithm takes a cut)
  • Relationship tier with FENCE affects pricing: higher trust = better deals
  • Some items are only available after specific story events
  • FENCE can be asked about items, programs, and rumors for free (ASK FENCE ABOUT...)

Economy Tips

  • Early game: DOWNLOAD everything. Even ROUTINE data adds up.
  • Mid game: Focus on RESTRICTED and CLASSIFIED paydata in corporate nodes.
  • FENCE's prices improve as your relationship tier increases — invest in the relationship early.
  • Signal grade matters more for programs you will use long-term. Do not overpay for Static gear.
  • Faction donations are expensive but unlock critical content (hidden nodes, ending paths).
  • Brokers sell HEAT reduction. Budget for this if you are playing aggressively.

See Also