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Buying goods and restocking

Stock and restocking

Ordinary shops restock every 500 world turns. Shops show the remaining turns and the corresponding turn on your adventure clock. The Trial Quartermaster keeps the same supplies throughout the run and does not restock.

Shop size and local supplies

A shop's goods depend on its trade, size and location. Two settlements can carry different selections. Friendly standing can add faction goods. Alliance goods require Honored standing with the shop's faction and its allies. A disrupted supply chain can leave some goods visible but unavailable.

Buying a larger bag

General stores and merchants sell bags larger than the one you carry. Village shops sell up to the Adventurer's Rucksack. Town shops sell up to the Enchanted Knapsack. Cities and the Old Mouth can sell every bag. You can buy a later bag directly for its own price. Smaller bags disappear from the offer once you have outgrown them.

A trader's gold

Buying goods gives the trader more gold, up to their purse limit. Selling spends that gold. Daily income also refills the purse, up to the limit. A shop at tier 5 has the same purse limit as tier 4, even when it has a larger selection.

Standing and discounts

Faction standing changes shop prices and can make a trader refuse you. Diplomat's Crown can override a Hated refusal and reduce a worse faction price to 85% of the neutral price. Other trading discounts apply afterwards. A faction-free travelling merchant uses neutral faction prices wherever it travels.

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