STAGE · Your first town
Shops and prices
Draft — Draft: checked against the game source, not yet read through end to endAvailable from the startMatch a shop to the goods it stocks, compare its offer with your needs, and use haggling with condition and town prices in mind.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
Choose a counter
The nine shop types are Alchemist, Armorer, Bookseller, Clothing Store, Furniture Store, Gem Store, General Store, Pawn Shop and Weapon Smith. Their stock is rolled for each shop and can change when the game day changes. A shop buys only the item groups its counter accepts. The Pawn Shop takes a broad range; specialist counters are narrower. Only Armorers, General Stores and Weapon Smiths repair equipment.
Some goods are handled through their own systems rather than ordinary shop shelves. For example, the game excludes endless-stock supplies, trade goods and boat parts from ordinary buyback. Read the counter's available actions before hauling something across town to sell.
Read the price
The regional price index sets a shared baseline, and shop quality moves the counter's asking price around that baseline. Haggling uses the merchant's skill against yours. Mercantile carries more weight in the calculation than Personality, but both matter (attributes and skills). Your offered sale price is worse than the counter's buying price, and online limits the maximum a counter pays.
Online, Roleplay & Realism: Items prices weapons and armor by condition. New or well-kept goods are worth more than badly worn pieces. Town Prosperity adds another local factor to what counters ask and pay; the score is shown on the town's card (reading a town). A thriving town can therefore feel different from a struggling one even where the regional index is the same.
Common mistakes
Selling to the first counter you pass. Offers vary with the counter's quality, the item's condition and the town's Prosperity; compare a second counter before selling a full haul. Cost: the difference on every item.
Repairing a found item to raise its sale price. A found item keeps its found condition mark when sold, and a paid repair adds no resale credit (salvage and repair later). Cost: the repair fee.
Carrying a day's takings into the next dungeon. The online death penalty takes one tenth of the gold you carry; deposit the proceeds at a bank first. Cost: gold on every death.
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Sources & checked facts
src/systems/shopStock.js:isShop,isRepairShop,SHOP_BUYS_GROUPS,calculateCost,calculateTradePrice, online price limitssrc/systems/roleplayRealismItems/rriRealism.js:conditionCostBase,conditionBasedPricesOnsrc/net/townEconLaw.js:townProsperity,townShopFactorsrc/systems/online/onlineLane.js: Roleplay & Realism: Items and town economy online laneResearch:
handbook/research/T1.md(shops, prices, haggling, Prosperity)