Trading
Browse goods, negotiate a price and ask villagers to rotate their stock without leaving the conversation.
Trading stays inside the conversation with the merchant. Villagers and NPC shops use the same authoritative catalogue and counter, with item categories, Buy/Sell filters, text search and a copper-price range.
Unique characters keep their own trade dialogue and relationship requirements. Their shops replenish automatically but offer no bargaining, courtesy menu or manual stock request. Public NPC shops can explicitly allow all customers.
Rapport rank, progress, saved courtesies and reputation price effects appear in compact information cells above the trade panel. When NPC relationship information is also present, these rows stack and the catalogue moves down while keeping its bottom edge.
Catalogue and Trade Rapport
Every merchant draws stock from all catalogue tiers on your first visit. Weighted catalogues still give different merchants different selections. Your rapport belongs to you and this merchant, survives long absences and does not change anyone else’s standing.
| Rank | Title | Rapport needed | Courtesy choice | Stored uses |
|---|---|---|---|---|
| 1 | New Customer | 0 | Ordinary catalogue and paid services available | 1 |
| 2 | Familiar Face | 24 | First profession courtesy | 1 |
| 3 | Regular | 80 | Second choice and familiar villager greetings | 1 |
| 4 | Trusted Customer | 180 | Same choices, more storage | 2 |
| 5 | Valued Patron | 360 | Third profession choice | 2 |
Completed purchases and sales both earn rapport. The value is the larger of currency paid or received. Exchanges below 8 copper earn none; otherwise base progress is min(6, 1 + floor(value / 64)). The same offer earns full, half and quarter progress on its first 3 qualifying trades in a server day, rounded down but at least 1; later repeats earn none. Total progress is capped at 24 per day. Days use 24000 elapsed overworld ticks (1200 seconds at 20 ticks per second), so changing the daylight clock does not reset them. Trying different offers helps; reopening the counter does not.
Merchant courtesies
Each rank gained from 2 onward grants a courtesy, up to your storage limit. Further courtesies require both 40 additional credited rapport and 1000 copper of net spending with that merchant. Money received from sales reduces that spending budget. These two budgets reset when a courtesy is earned and do not accumulate while storage is full. Rapport can keep earning courtesies after rank 5, while the displayed rank progress stays at 360.
Choose A little help for the road at an ordinary merchant. Farmers and cooks can serve a meal; clerics and alchemists can remove poison; miners offer brief night vision and oceanographers offer a breathing draught. Other professions provide supplies, remedies or relevant equipment care. A service describes its effect before selection and is disabled when it cannot help. Bundled repairs restore 5% of maximum durability, at least 1 and at most 40 points, capped by existing damage. Gifts require pack space. Failed actions spend no courtesy.
Courtesies do not change stock, prices, enchantments or catalogue access. Rapport is commercial familiarity; NPC friendship, trust and romance retain their own rules.
Prices and bargaining
Eloquence improves your chance of agreeing a discount. You can make one offer per merchant between restocks; a failed attempt also uses that opportunity. Reopening the conversation or reloading the world does not grant another attempt.
| Offer | Discount on currency you pay | Chance at 0 Eloquence |
|---|---|---|
| Small concession | 5% | 65% |
| Meet halfway | 10% | 45% |
| Firm offer | 15% | 25% |
The dialogue shows your current chance before you choose. Negative Eloquence counts as 0; the chance gains up to 50 percentage points as Eloquence rises and is capped at 95%. Bargaining applies after reputation pricing, with a minimum payment of 1 copper. They do not increase a merchant’s payment for goods you sell or reduce non-currency ingredients.
Reputation affects purchases and sales. The merchant’s identity factions and local factions supply standing; villager gossip is also considered. The strongest negative standing takes precedence, otherwise the strongest positive standing applies. These sources are not added together. At the bounds, good standing reduces purchase prices by 15% and raises payouts by 5%; bad standing raises purchases by 40% and reduces payouts by 20%. Intermediate values scale proportionally in whole percentage points. Hero of the Village can improve nonnegative villager standing. Prices use exact Numismatic base units and wallet payment. The server recalculates standing when you confirm; a changed quote must be reviewed again.
Rows show the item name once, stock separately, and the payment and result as icons. Coin prices omit empty denominations. A crossed-out prior price and an discount label show total savings; item-for-item exchanges keep their item quantities. The displayed price is the amount used by the server when you confirm.
Browse and exchange
Use Buy for items you receive and Sell for currency payouts. These filters combine with category, search and price. Barter belongs to Buy; currency detection comes from the server, including money bags. Choose a category icon, enter words from an item’s name or details, or set inclusive minimum and maximum prices in copper. Empty bounds leave that end unrestricted. For goods a merchant buys from you, the price filter uses the payout. Item exchanges without currency remain visible across price ranges.
Select a row, then take a closer look to review the exchange. Confirm the quoted costs and result to trade once. Sold-out goods cannot be purchased; insufficient payment or no room for the result disables agreement. If currency change fills the last space during payment, overflow is placed at your feet. Ordinary merchant services remain available above the list.
W/S or Up/Down moves through the list, E or Enter confirms and the wheel changes selection. Tab reaches the filters and service buttons. Movement and inventory letters type normally while a field has focus. H or Shift+wheel opens conversation history; H remains a letter while editing. Escape leaves an editor first, returns from a trade detail or ends the conversation from the catalogue.
Exchange valuables
Tradable villagers offer I have valuables to exchange at the outermost conversation menu. It appears alongside the blacksmith or wayfinding services when available, otherwise beside the ordinary trade choice. The specialist wares choice opens the counter directly. IsekaiExpansion humanoid NPCs do not offer this service.
If you have no suitable treasure, acknowledge the merchant with “I will. I’ll bring you anything I find.” This returns to the parent menu when one exists and closes the conversation otherwise.
Choose a treasure from your main inventory, review the quoted stack count and coin payment, then agree. The offer uses that stack’s saved appraisal and the merchant’s current reputation payout adjustment. Bargaining does not raise this payment. Valuables never appear in either the Buy or Sell catalogue.
Payment arrives as Numismatic coins or a money bag. Selling the whole selected stack can free its slot for the payment. If the inventory or appraisal changes, the quoted exchange is rejected; if the payment will not fit, you keep the treasure. Successful exchanges earn ordinary sale rapport and do not count as net spending towards another courtesy.
Ask for another selection
Each villager restock grants one refresh chance, capped at one stored chance. Confirming the request spends it and brings out a new selection. Guaranteed catalogue entries stay; weighted entries favour goods whose offer IDs were absent from the previous selection. Repeats can remain when the pool is small, and different entries can still produce the same item. Catalogues that offer everything keep all eligible entries.
Matching offers retain their current uses and price state when the selection changes. Refreshing does not grant another bargaining attempt. The stored chance, previous selection and negotiation result survive world saves. NPC shops replenish uses at the next elapsed server day. Ordinary NPC shops also reset bargaining and gain one refresh opportunity; unique NPCs have no manual services. First contact supplies stock without a refresh opportunity. The saved profession/offer-ID ledger prevents rotation from replenishing an exhausted offer before restocking.
Conversation and other systems
| Condition | Effect |
|---|---|
| Base NPC | Requires an enabled catalogue and the preset access policy: trusted by default, or explicitly public. An unmet relationship requirement disables the choice. |
| Merchant moves away | Trade ends beyond 4 blocks or in another world. |
| Combat, panic or death | Ends the trade interaction. |
| Numismatic Overhaul | Supplies currency and wallet payment; the dialogue calculates reputation prices from canonical values once. |
| Trade overrides | Own villagers’ and NPCs’ eligible offer pools, guaranteed entries and courtesy choices. |
Merchants face you and stop their conversation movement. Threats can interrupt the conversation. They do not walk towards you to maintain a merchant screen.
Catalogue data
Merchant pools are authored under data/<namespace>/trade_overrides/. See Trade overrides for selection and price fields, Blacksmith commissions for commissioned work and Wayfinding for asking directions.