This article contains detailed information about the background mechanics of the game.
Customer Reputation represents Recette's relationships with each customer. Customers with whom Recette has a high relationship value will bring a higher budget when shopping at the store, allowing them to buy higher-priced items. A high relationship allows Recette to haggle more, as well, up to a maximum of three times. Additionally, at higher reputation levels customers will begin to offer better items for sale, including items that can only be acquired by purchasing them from customers.
When you reach a new reputation level with a customer, a heart will appear above their head in the store as an indication. Reputation with each customer begins at a value of 0, and increases in level with each 10 points of "reputation experience." A customer's reputation may be improved up to ten times, although only the first eight are signified by a heart; the final two levels are silent, but still provide benefits.
Reputation experience is earned as follows:
|Get a Just Bonus||+5|
|Get a Near Pin||+2|
|Make a deal that doesn't earn any bonuses||+1|
|Drive a customer away with extreme pricing||-1|
|Offer a price beyond a customer's budget on an order||-1|
|Haggle three times on a single item||-1|
Additionally, the item quality (the +N suffix seen on items found in dungeons) is added to the gained reputation.
Negative Actions Without Reputation Penalties
There is no Reputation penalty for the following things:
- Failing to offer a requested item (although it will break a Just Combo).
- Failing to fill an order (again, it will break a Just Combo).
- Failing to open the shop at all on the day an order is due.
- Offering a price above the customer's budget on a single-item sale (which, again, will break a Just Combo).
- If your reputation level is not high enough to haggle three times, there is no penalty for driving the customer away by haggling too much (although that, too, will break a Just Combo).
There is no cap on reputation experience; any experience earned past the first 100 will have no additional effects, but will allow you to lose points without reducing the customer's budget.
Each class of townsfolk shares reputation. For example, all Old Men share the same reputation value. However, the game keeps three separate entries for each class of townsfolk, and only the first of these has a permanent effect. Therefore, several of your transactions with the townsfolk will not impact reputation at all--but remember that a good number of them still will.
Befriending an adventurer to the point where they will give you their Business Card requires 5 reputation experience (possibly even less). In a New Game+, reputation levels with all customers are preserved. As such, you will not need to sell a previously befriended adventurer anything to get their card in a New Game+, regardless of whether or not you possess their True Card.
To haggle the maximum three times, their reputation level must be at least 5.
Each customer has his or her own budget levels that increase with each reputation level. The budget increases are linear; i.e. for each reputation level earned, a customer's budget will increase by slightly less than 10% of his or her maximum budget. In most cases, this means that the first few reputation levels are by far the most important in terms of the customer's being able to afford items from your shop.
|Customer||Minimum Budget||Maximum Budget|
|Euria||Does not buy||Does not buy|
How Customer Budgets Work
A customer's budget determines which items (at base price) they can purchase. The general rules of thumb are as follows:
- If they pick it up off your counter, and want that specific item, they will always be able to buy it, regardless of whether or not its price exceeds their budget (due to high price).
- If you recommend it to them on request, they are limited by their budget on whether they can accept the price you state. Offering prices beyond their current budget - regardless of the item - will harm your reputation.
- The customer's budgets do not have any random fluctuation at all; a fully befriended Charme, for example, will always be able to buy things for 360,000 pix, and will never be able to buy things for 360,001.
- When filling an advance order, a customer's budget is multiplied by the number of items in the order. As a result, you may offer items a customer would normally be unable to afford; most notably, you can get adventurers to equip items beyond their budget levels without taking as much of a loss.
Additionally, you may achieve rather obscene amounts of money in a single transaction; in particular, if the Guild Master requests four or five treasures or home decorations and the price of precious metals has increased, you can fill his order by putting a Golden Scales at the top of the list and one or more Antique Gramophones below it, earning up to 6 million pix at once. Even higher transactions are possible; Alouette can theoretically buy for up to 60 million, though no combination of items is actually worth this much money, and selling Arma five Omega Cannons when weapon prices are up and haggling for the full three times could yield a sale of 30 million.