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Towns & Factions

Introduction

Towns are where you rest, trade, repair your gear and find work. Each belongs to one of the three human factions, and how they treat you depends on your reputation with that faction.

This guide covers settlements, shops and inns, the job board, the people you'll meet, reputation, prosperity, and the wars between factions.

Settlements

Location panel for Nerton showing size Medium, faction Verdant Guard, reputation Stranger and prosperity Stable (34)

Right-click a settlement on the map, or step onto it, to see its size, its faction, your reputation there, and its prosperity.

Your first town is Nerton, a short walk from Ineo Temple.

SettlementWhat you'll find
CityThe largest. A governor, an inn, a blacksmith, a fightmaster, and many shops.
TownA governor, an inn, a general merchant, and a handful of other shops.
HamletA small village with a trader and a shop or two, and sometimes an inn. No governor.
FarmA farmhouse with crops or animals: a vegetable, wheat, turkey or orchard farm. A quiet place to rest, with a well for free healing and a cooking pot. The farmer buys almost anything. The crops regrow, but they belong to the farmer.
Leafborn VillageHome of the Leafborn, who keep to themselves. A cleric, a healer, an enchanter and other traders.

Settlements are safe ground. Time spent in a friendly one also lowers your travel weariness (see Exploration). To leave, press B.

Shops & Inns

Which shops a settlement has is random, but every region has what you need somewhere. Some shops sell a bit of everything; others specialise.

ShopShopkeeperSells
General shops
General StoreGeneral MerchantBasics of everything: food, medicine, ammo, basic weapons, jewelry, maps and camping gear. Every town has one.
SmithyBlacksmithEarly weapons, armor and shields, ammo, crafting materials, and workbenches.
MarketplaceMarketplace TraderFood of every kind: produce, baking, meals and treats.
Variety StoreVariety TraderA little of everything, for hamlets: materials, food, torches, maps and camping gear.
ArmoryGuard CaptainThe faction's elite armor. Only for those it Idolizes.
Specialists
BladesmithBladesmithDaggers, swords and axes.
HammersmithHammersmithMaces and flails.
Archery SuppliesBowyerBows, crossbows, ammo and archer armor.
FightmasterFightmasterFist weapons.
ArmorerArmourerArmor and shields.
ClothierClothierClothing and light armor.
ApothecaryApothecaryMedicine and potions. Identifies unknown potions.
Potion SellerPotionsellerPotions. Identifies unknown potions.
PharmacyDoctorMedicine for wounds.
ScribeBooksellerBooks, scrolls, maps and magebooks.
BotanistBotanistHerbs, flowers and mushrooms for alchemy and cooking, plus gardening gloves and wood. Also trades in monster parts like spider fangs and scorpion claws.
Grocer, Bakery, ButcherGrocer, Baker, ButcherFood.

Leafborn villages have shops of their own, including a Staffsmith for staffs and an Enchanter.

  • Prices are fixed, but your reputation with the town's faction adds or takes off a percentage.
  • Selling: shops pay about half the buying price, only buy the kinds of items they sell, and won't take damaged, cursed or poisoned goods.
  • Restocking: shops restock every few days. A more prosperous town's shops have more gold to buy your goods with.
  • Services: smiths repair gear, and apothecaries identify potions.

The Inn

Every town and city has an inn. Rent a room for 10 gold a day or 50 gold a week to get a bed and a storage chest. The innkeeper also sells food and drink, including Elderberry Wine for travel weariness, and can share rumors about rare items.

The Job Board

Nerton's job board with three jobs: Gremlin Terror, Bandit Hunter and Restock Mission, each with a time limit and gold reward

Towns and cities have a job board in the town square, listing work from their people. The board only lists the jobs: to take one, find the person named on it and talk to them.

  • Each job shows its time limit and reward. Jobs also give wisdom and reputation with the town's faction.
  • Jobs marked with a blue star are unique: they can't be repeated, and they pay more.
  • Missing a deadline costs reputation. New jobs appear every few days.

Townsfolk

Talking to Wesin the Governor, with the options to buy a house or ask about prosperity

Click anyone to talk to them. The people worth knowing:

  • Governor: sells houses, reports on the town's prosperity, and accepts donations.
  • Guard Captain: sells armor, and hands out jobs repairing the garrison.
  • Innkeeper: rents rooms and sells food and drink.
  • Smiths and other shopkeepers: trade, and repair gear of their kind.

Your Own House

Once you are Favored by a faction, the governor of one of its towns or cities will sell you a house: 1,200 gold in a town, 5,000 in a city. It comes with a bed, a chest and two cupboards for storage, and you can buy furniture in shops to fill it. Buying a house also raises the town's prosperity.

Reputation

The Reputation pane for the Verdant Guard at 30 out of 100, Stranger, with the perks of that tier

Your reputation is tracked per faction, from 0 to 100, and applies in every town that faction owns. You start at 30, a Stranger to all three. Press U to open the Reputation pane.

TierFromWhat it means
Hated0Guards attack you on sight. No trading.
Disliked10Trading only, at worse prices. No inn or services.
Stranger20Inn and services open. Prices slightly worse.
Friendly40Normal prices.
Favored60Better prices. You can buy a house.
Idolized80The best prices, and the guard captain's elite armory.

Raise it by doing jobs, fighting on the faction's side in battles, and donating to the governor. Lose it by attacking its people, being seen stealing, failing jobs, or fleeing a battle you joined.

Prosperity

Every settlement has a prosperity from 0 to 100, shown with an arrow for which way it is heading.

ProsperityRange
DestituteBelow 10
Poor10 to 29
Stable30 to 59
Wealthy60 to 84
Flourishing85 and up

A poor town closes shops and has fewer guards, and its shops have less gold to buy your goods. Prosperity falls when other factions control the land around a town, and when it is attacked. You can raise it by clearing nearby monster dungeons, which frees the land around it, by donating to the governor, or by buying a house there.

Factions at War

The overworld with the faction overlay on, each tile tinted by the faction that controls it, with Verdant Guard, gremlin and bandit armies and two battles

The human factions each rule a region: the Verdant Guard in Greenhaven, where you start, the Stonewardens in the Highcrown Peaks, and Aridax in the Sunscorched Wastes. The monster factions, like the Gremlins, bandits and Blackwood Marauders, hold dungeons and camps across the land.

Press F on the overworld, or click the flag button, to tint every tile by the faction that controls it. Factions grow stronger from the land they hold, and send armies to attack each other's settlements.

Battle tooltip showing a Gremlin Horde of 23 against a Verdant Guard force of 54, with a strategic window of 1 day, 8 hours

When armies meet, a battle appears on the map. Right-click it to see both sides and how long until it ends. Walk into it to join the battle.

Winning earns reputation with the side you helped. Fleeing a battle you joined costs reputation.

A town that loses a siege is left ruined and Destitute. It keeps its faction, and slowly recovers.

You shift the balance too: every monster dungeon you defeat stops its faction's hold on the land around it.

Travelling Merchants

Merchants set up stalls in towns and cities for a few days at a time, then move on. A new one arrives a few days later. There are six kinds:

MerchantSells
Exotic ArmsRare high-tier weapons, and now and then one of the very best.
Armor CollectorRare armor sets, such as Wyrmskin, Emberhide and Felforged.
BoneworkerOgre bones and Bonesplint armor.
Salvage MerchantCrafting materials, up to rare metals like Adamant.
ToxicologistPoisons and toxins.
Food MerchantFine food.
Continue to Crafting →