Traders

GUIDEVILLAGES

Villagers with a trade run stalls where you can buy and sell. You pay in spirits and are paid in spirits. Each land's stalls sell that land's own goods, and the stock gets better as you collect Jewels and raise your Standing with the village.

CONTENTS
  1. Opening a stall
  2. The six stalls
  3. Prices
  4. Selling
  5. Stock and restocking
  6. What each land's trader sells
  7. Tips

Opening a stall

Walk up to a villager with a trade and press E. The stall opens with tabs along the top:

  • BUY: what they have, how many are left, and the price.
  • SELL: what you carry that they will buy, and what it pays.
  • ROOM (the innkeeper) or MEND (the smith): their service. See below.

The middle of the stall shows the chosen thing on a plate, with the price as a ring round it and your four spirit wells below. The wells are filled for you, but you can choose which spirits to pay with: click a well to add one spirit (Shift adds ten), right-click to take one back. If night creatures come for the stall-keeper while it's open, the stall closes.

If a villager has a request or a quest to hand in, talking to them opens that first; you can still go on to their stall.

The six stalls

StallSellsBuys
General Goods (Trader)The land's materials first; then, if there is room left, the land's seeds, a Pack charm, a Threat Finder and a Spirit GemMost materials (not food, fish, readings, Spirit Gems or fibers), and garden tools
The Smithy (Smith)Weapons and coats, with arrows and ingots among them, and ore lastOres, wood of every kind, stone, long bones, teeth, antlers; weapons and coats (not charms, rods or your raincoat)
The Kitchen (Cook)The land's dishes first, then other dishes that fit your Jewels; raw meat, eggs or fowl; turnips or grainCrops, dishes, meat, fowl, frog legs, eggs, mushrooms, flowers, wild plants, and fish worth up to 12
The Inn (Innkeeper)Flower tea, then dishes; a room for tonightDishes, eggs, meat, fowl, grain and turnips
Tackle & Fish (Fisher)A fishing rod, the land's fish, Pearls, an Angler charm, more rods, then other lands' fishFish, fish bones, pearls and fishing rods
Fortunes (Fortune Teller)Spirit Gems, Dungeon and Lair Readings, charms, a Dubious or Decent Fiber (and an Epic Fiber from 2 Jewels)Readings, Spirit Gems, fibers, antlers, ghostcaps, pearls and charms

Each stall puts its goods out in the order shown, until it has as many as its size allows (see Jewels raise the stock below), so a small stall shows only the first few.

Services

  • A Room for Tonight (innkeeper): 12 spirits' worth. Either bed in the inn is yours until morning. At WELCOME Standing it's free. See Villages.
  • Mend (smith): brings a worn weapon or tool back to its full edge. The cost grows with how much edge it has lost and how valuable it is. Mend Everything mends all your worn gear at once.

Prices

Every thing has a value. A spirit is normally worth 1, but each land has a favourite element that counts double at its stalls, and in the Woods every spirit counts for a bit more. The stall's header shows what spirits count for there.

LandWhat a spirit is worth there
The WoodsEvery element 1.25
The Rocky HighlandsEarth 2, others 1
The TundraWater 2, others 1
The DesertFire 2, others 1
The Haunted WoodWind 2, others 1
  • Buying costs 1.6 times the thing's value (rounded up), paid in any mix of spirits counted at the land's worth.
  • Outside the Woods, about 3 goods in 10 are priced in the land's favourite element only, for a little less.
  • Better grades of crops and dishes are worth more: from 0.6 times for the lowest grade to 3 times for the best.
  • The Caravan Bell keepsake makes everything 10% cheaper.

Some values

ThingValueBuy price (spirits' worth)
Wood, Stone12
Copper Ore47
Iron Ore1016
Pearl2032
Endurium4064
Ghostwood80128

Gear is valued by its metal. A weapon's base value is 40 (a coat 46, a charm 50, a fishing rod 30, the mattock 34), multiplied by its metal: stone 1, bronze 2.4, iron 5.5, steel 12, endurium 26. Each trait and perk adds more. For example, a plain iron sword is worth 220 and costs 352.

Selling

  • A stall pays 40% of a thing's value.
  • Each land is short of certain things and pays 50% more for them (see the table below).
  • At FRIEND Standing or higher, the village pays 20% more for everything.
  • Worn weapons and tools sell for less: from 50% of their value when blunt to 100% at full edge.
  • You choose the element you are paid in. The pay is divided by what that element is worth there, so taking the land's favourite element gives you half as many spirits (they count double there).

What each land pays 50% more for

LandPays more for
The WoodsIron Ore, Ironwood, Pearl, Heather, Cactus Flesh, fish, Glass, Wool, Mermaid Scale
The Rocky HighlandsWood, Beechwood, turnips, grain, Egg, fish, Peat, Linen, Oilskin
The TundraStone, Copper Ore, Hide, emberberries, Feathers, Glass, Woolen Cloth
The DesertWood, Pearl, turnips, grain, Rimewood, fish, Egg, Peat, Woolen Cloth, Wolf Pelt
The Haunted WoodEmberberries, Wood, Feathers, Egg, Copper Ore, Pink Flower, Glass, Oilskin

Stock and restocking

  • Each stall's goods are rolled from the village's own seed, so they are the same each time you look until it restocks.
  • Stalls restock every 2 days (every second morning), and also whenever the number of Jewels you hold changes.
  • Each good has a number in stock. Once you buy them all, it's gone until the next restock.
  • Trading at a stall raises your Standing with the village by 1, once a week. See Standing.

Jewels raise the stock

The more Jewels you hold, the more goods each stall carries and the better their metal. WELCOME Standing in a village counts as one more Jewel for its stalls (up to 5), and FRIEND adds 2 more goods. Both show from the stall's next restock.

JewelsGoods on a stallMetal of gear for sale
03Stone 87%, bronze 13%
15Stone 25%, bronze 57%, iron 18%
28Stone 10%, bronze 23%, iron 51%, steel 16%
310Stone 4%, bronze 10%, iron 22%, steel 49%, endurium 15%
413Stone 2%, bronze 5%, iron 11%, steel 25%, endurium 56%
515As with 4
  • The metal odds apply to the smith's weapons and coats, fishing rods, and the charms on every stall.
  • Better materials (such as Iron Ore, Ironwood, Endurium and Ghostwood) appear only once your Jewels allow that tier; with no Jewels, tier-one materials like Copper Ore show up only now and then, in small numbers.
  • The smith's ingots and ore follow your Jewels: Copper Ore with none, then Iron Ore, Long Bone and Endurium.
  • Spirit Gems get better too: with no Jewels they are always Spirit Gem I; with 5 Jewels, 20% are Spirit Gem I, 45% Spirit Gem II and 35% Spirit Gem III.
  • Cooks and innkeepers sell dishes that match your Jewels, from the land's own dishes first.

What each land's trader sells

The trader's list is shuffled at each restock, and only the first few fit on the stall, so you won't see them all at once. Numbers are how many come in one stock.

LandMaterialsSeeds (if there is room)
The WoodsWood 10-30, Beechwood 4-10, Copper Ore 4-10, Hide 3-8, Feathers 3-8, Raw Meat 2-5, Egg 2-6, Arrows 12-30, Brown Cap 3-8, Pink Flower 3-6, Stone 10-25, Leather 2-5, Wool 3-8, Lamp Oil 3-8, Milk 2-5, Bone Meal 4-10, Wolf Pelt 1-3, Wild Berries 3-8Turnip, grain, emberberry, strawberry, pumpkin
The Rocky HighlandsStone 10-30, Iron Ore 3-8, Ironwood 3-6, Copper Ore 4-10, Heather 4-10, Thistle 3-8, Hide 3-8, Raw Meat 2-5, Arrows 12-30, Wool 3-8, Charcoal 4-10, Lamp Oil 3-8, Woolen Cloth 1-4, Wolf Pelt 1-4, Bear Claw 1-2, Black Feathers 1-3Grain, turnip, potato, strawberry
The TundraRimewood 2-6, Iron Ore 3-8, Cotton Grass 4-10, Frostbloom 3-8, Long Bone 2-5, Egg 2-6, Wood 8-20, Leather 2-5, Lamp Oil 3-8, Peat 4-10, Glue 2-5, Oilskin 1-3, Rime Feather 1-3, Yeti Pelt 1-2, Tin Bucket 1-2Moon squash, rootling, grain, tomato, carrot
The DesertEndurium 1-4, Long Bone 2-6, Cactus Flesh 4-10, Prickly Pear 3-8, Yucca 3-8, Hide 3-8, Pearl 1-3, Arrows 12-30, Stone 10-20, Woolen Cloth 1-4, Lamp Oil 3-8, Glass 1-4, Linen 1-4, Sand 6-14, Chupacabra Quill 1-4Emberberry, grain, corn, dragon fruit
The Haunted WoodGhostwood 1-4, Ghostcap 3-8, Long Bone 2-5, Tooth 3-8, Dubious Fiber 1-3, Hollow Antler 1, Wood 8-20, Iron Ore 2-6, Charcoal 4-10, Lamp Oil 3-8, Wisp Essence 1-3, Raker Talon 1-3, Spirit Silk 1-2Rootling, moon squash, pumpkin

Higher-tier materials in these lists are held back until your Jewels allow them (see above), and their numbers are smaller when they are above your current tier.

Each land's trade

The LANDS tab of your stats window (K) names each land's trade, the goods it is known for, and what they make. Buy these where they are sold if you can't make them yet.

LandIts tradeIts goods
The WoodsDairy and bone mealBone Meal
The Rocky HighlandsWool and ironWoolen Cloth
The TundraPeat and warm drinksGlue, Oilskin
The DesertGlass and linenGlass, Linen
The Haunted WoodSpirit-craftSpirit Silk

Tips

  • Sell a land's wanted goods there for 50% more, and at FRIEND for another 20% on top.
  • Pay with the land's favourite element: each one counts double, so your other elements last longer. When selling, take a different element to get more spirits.
  • Reaching WELCOME in a village is like holding one more Jewel at its stalls: better metal and more goods.
  • Check the smith after each new Jewel: the stock restocks at once with better metal.
In online play, every player sees the stalls and buys from them in their own game, with their own spirits and their own Standing's prices and stock.

See also