Shops & bonds
Prices, stock rules and how people come to like you
Two economies run alongside the loot: what you can buy, and what people think of you. Neither is visible in a menu in full, so both are laid out here.
The cat merchant
He rolls 3–5 wares per encounter rather than holding a fixed stock, so the honest answer to “what does he sell?” is the roll, not a list. When an instrument is stocked at all, there is a 65% chance it is a compass rather than a chart.
| Ware | Price | How it is stocked |
|---|---|---|
| Weapon | 20G + 15G per tier | Rolled off the shared tier-weighted picker — rarer tiers cost more. |
| Amulet | 60G | About 40% of his wares are amulets when any remain. |
| Compass | 45G | One instrument per stock roll at most. |
| Fine compass | 95G | The better instrument. |
| Sea chart | 70G | The other instrument. |
Amulets he can carry: Ankh, Fire Amulet, Ice Amulet, Lightning Amulet, Seeker Pendant.
Stealing works: the ware is granted and de-stocked without charge, but he turns hostile and the shop closes for everyone.
Standing
Every NPC you have ever spoken to keeps a signed standing between -100 and 100, starting at 0. Befriending an NPC expands what they will talk to you about; each one gates its own extras.
| Standing at least | Tier |
|---|---|
| 60 | SWORN FRIEND |
| 30 | FRIEND |
| 10 | CORDIAL |
| -10 | NEUTRAL |
| -30 | WARY |
| -60 | HOSTILE |
| -100 | SWORN ENEMY |
Crews inherit. An NPC's opinion of a crew extends from their opinion of the crew's owner, at 50% weight. Sailing under a well-liked captain lifts you a tier; it never replaces your own history.