Guide
Trading and standing
What traders pay, buying, flooding a market, wanted goods, standing and work orders.
What vendors pay
Every item has a base value and a stage. A vendor's offer is:
value × stage rate × vendor rate × (1 + standing bonus) × (1.5 if wanted) × quality multiplier × demand
- Stage rate: raw 35%, refined 50%, crafted 65%, treasure 80%.
- Vendor rate: a vendor pays its specialty rate for items in its trade, which the shop marks "In trade", and its base rate for everything else.
| Vendor | In trade | Specialty rate | Base rate |
|---|---|---|---|
| Havenbrook Provisions (Shop) | wood, logs, leather, hide, cloth, fiber, bandages, ammo, kits | 100% | 80% |
| The Iron Anvil (Blacksmith) | metal, ore, ingots, fuel, stone, gems | 100% | 50% |
| Tower of the Arcane (Wizard) | reagents, potions, scrolls, alchemy, herbs, curios, gems, runes | 100% | 50% |
| The Gilded Trout (Inn) | food, fish, prize fish | 100% | 50% |
| Outpost Trader (outposts, wandering traders) | food, potions, bandages, ammo | 115% | 75% |
- Quality multiplier: 1 + the sell-price bonus in the quality table: Exceptional ×1.5, Masterwork ×2.5, Legendary ×3.5.
Buying
- The buy price is value × 1.6 × (1 − standing bonus), rounded up, at least 1 gold.
- You need room in your pack for what you buy.
Vendor appetite and price recovery
- Each vendor takes about 200 + 5 × value gold-worth of one item at full price.
- Each item you sell adds its base value to what that vendor has bought lately. The price slides as that total grows: demand = 1 − 0.6 × (bought lately ÷ appetite), never below 40% of full price.
- A whole stack is priced one item at a time, so big sales come out lower per item.
- The vendor's memory fades steadily: it forgets one full appetite's worth every 10 minutes. It never remembers more than 2 appetites' worth, so recovery from flooding a vendor takes at most 20 minutes.
- Each vendor keeps its own books. Every outpost trader counts separately, so you can spread sales around.
- The books belong to the world, so in a shared world everyone's sales count against the same vendor.
Wanted items
- Vendors with a wants list ask for 2 finished goods at a time, at +50%.
- The list changes every 15 minutes.
- It favours things you could make: items whose recipe needs no more than 20 skill above yours, when at least 2 such items are on the list.
- Named uniques never count as wanted.
Merchant standing
You earn standing by:
- selling crafted-stage goods: 1 point per 25 gold earned, with any fraction as the chance of one more point
- filling work orders
- some story quests
| Rank | Points | Price bonus (buy cheaper and sell higher) |
|---|---|---|
| Stranger | 0 | 0% |
| Customer | 30 | 2% |
| Regular | 100 | 4% |
| Trusted | 250 | 6% |
| Partner | 600 | 8% |
| Guild Friend | 1300 | 10% |
| Merchant Prince | 2800 | 12% |
Standing belongs to your hero.
Work orders
- The quest board carries up to 2 work orders from the crafting guilds:
- The Smiths' Guild: Blacksmithing and Smelting
- The Bowyers' Hall: Carpentry
- The Tailors' Guild: Tailoring
- The Apothecaries: Alchemy
- The Gilded Trout: Cooking
- An order is for something whose recipe you meet: the recipe's minimum skill is at or below yours, and no more than 45 below it. Items worth less than 2 gold are left out.
- Quantity: 2–5 pieces of gear, or 8–20 goods.
- Exceptional orders: if your Exceptional chance on a gear recipe is at least 15%, there's a 35% chance the order asks for 1–2 Exceptional pieces instead. Anything Exceptional or better counts.
- Pay: 10 + value × count × 1.6 gold, or × 2.4 for Exceptional orders.
- Standing: 3 + 0.12 × the recipe's minimum skill, or × 1.5 for Exceptional orders.
- The goods don't have to be made by you. Progress is simply what's in your pack.
- When you hand an order in, your plainest items go first, so your better pieces are kept. Named uniques never count.