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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.