Guides
Wanderfolk NPC Reputation Guide: Memory and Gossip
Quick Answer
In Wanderfolk, NPCs can track 45+ data points and share information through gossip. Build reputation through consistent help, careful promises, fair market behavior, and visible generosity; avoid theft, deception, broken promises, and public harm.
Wanderfolk’s village is built on a system that most farming RPGs simplify into heart counters. Official NPC awareness material says villagers can process more than 45 data points about who you are and what you have done. The useful habit is simple: assume important actions can be remembered, discussed, and reflected back through later conversations.
This guide explains how that system works and what it means for practical decisions during your playthrough.
Last checked: May 28, 2026. Official material confirms the awareness categories and gossip system. Exact threshold values, recovery options, and per-NPC behavior should be checked in the current build.
Quick Answer
The reputation system should be treated as village-wide, not just per-NPC. Individual NPCs can form their own opinions, but gossip means one choice can reach other villagers. Build reputation through consistent honest behavior and helpful actions. Damage it through deception, theft, broken promises, and harming community members.
The Reputation Scale
| Range | Label | Village treatment |
|---|---|---|
| +75 to +100 | Beloved / Hero | Maximum benefits: best prices, exclusive quests, full doors open |
| +50 to +74 | Trusted | Strong trade terms, NPCs actively help you |
| +25 to +49 | Liked | Friendly interactions, average prices |
| 0 to +24 | Neutral | Basic access, standard prices |
| -1 to -24 | Mistrusted | Some NPCs avoid conversation, slight price increase |
| -25 to -49 | Disliked | Significant coolness, prices worsen |
| -50 to -74 | Feared / Avoided | Most NPCs reluctant; limited access |
| -75 to -89 | Hostile | Severe price penalties; many doors closed |
| Severe negative | Banishment risk | Major access loss or village rejection may occur; check the live warning behavior |
The 45+ Data Points: What NPCs Actually Know About You
NPCs process more context than most RPGs show in an entire conversation. The official documentation confirms six data categories:
1. What You Carry
| Item type | NPC interpretation |
|---|---|
| Stolen goods | High negative signal — NPCs who see you may recognize stolen items |
| Weapons in hand | Guards and combat-wary NPCs react differently |
| Quest items | NPCs who gave you the quest acknowledge them |
| Gifts for them | Positive signal if given voluntarily |
2. Your Combat History
NPCs know who you have fought and how. Killing friendly or passive creatures affects how the village views you beyond just the initial incident.
3. Your Social History
Every villager you have helped, ignored, or wronged is part of a record that other NPCs can reference through the gossip system.
4. Your Situational Context
| Contextual factor | Affects responses |
|---|---|
| Time of day | Night-time interactions read as more suspicious |
| Current weather | Weather affects NPC moods and outdoor availability |
| Your health | Injured players may be offered help by some NPCs |
| Active quests | NPCs with relevant quests respond to your progress |
5. Village Economy Impact
NPCs are aware of how your trading behavior affects the local economy. Flooding the market with a single crop type, undercutting local traders, or hoarding resources can create economic friction that damages reputation over time.
6. Your Reputation (What They Have Heard)
The most complex category — NPCs compare notes. What the blacksmith heard from the baker about you shapes how the blacksmith answers your questions today.
How the Gossip Network Works
Gossip is not a single broadcast — it spreads through the social network of villagers based on relationships and proximity.
| Gossip type | Spread speed | Effect |
|---|---|---|
| Witnessed positive action (helping someone in front of others) | Fast | Spreads to nearby NPCs quickly |
| Witnessed negative action (theft, aggression) | Very fast | Spreads faster than positive events |
| Second-hand information (“I heard you…”) | Moderate | Slightly less accurate than witnessed events |
| Rumors without direct witness | Slower | More prone to distortion as it passes through NPCs |
Strategic implication: High-reputation actions done in public places spread faster. Negative actions in isolated areas spread slower — but still spread.
What Builds and Damages Reputation
Builds Reputation
| Action | Magnitude | Notes |
|---|---|---|
| Completing a task a villager mentioned | High | Follow-through on requests is the strongest builder |
| Giving gifts that match preferences | High | NPC-specific — only counts if they genuinely like the gift |
| Attending village events | Medium | Group events affect multiple NPCs simultaneously |
| Daily greetings and honest conversation | Low but consistent | Compounds over time |
| Helping in visible circumstances | High | Other NPCs witnessing the help amplifies the effect |
| Trading fairly at the market | Low but persistent | Contributes to economic reputation |
Damages Reputation
| Action | Magnitude | Recovery possible |
|---|---|---|
| Theft witnessed by any NPC | Very High | Yes, but slow — must demonstrate trustworthiness over time |
| Breaking a promise made in conversation | High | Partial — explain or follow through later |
| Deception discovered through gossip | High | Very difficult — consistency is required to recover |
| Attacking passive villagers or friendly creatures | Critical | Some actions permanently damage reputation |
| Ignoring someone who directly asked for help | Medium | Can be patched with follow-up |
| Flooding market with same crop type | Low but persistent | Diversify trade to stop it |
The Permanent Banishment Line
The -90 threshold is a hard boundary with no mechanic for crossing back. Once reputation reaches -90 or below:
- You receive a warning event (specific form TBD — will update after launch)
- If you pass -90, you are banished permanently
- The village is inaccessible on that save file
Critical rule: Never assume a bad reputation is easy to repair. Negative actions can travel through gossip, and a second major mistake may matter more than the first.
Strategies for Different Playstyles
Reputation-First (Beloved Village Run)
Focus entirely on helpful behavior, gift preferences, and task completion for the first 10+ in-game days. Build a strong reputation buffer (+50 to +75) before doing anything risky. This approach gives you room to make mistakes without severe consequences.
Balanced Playthrough
Moderate reputation management — keep above 0, focus on the NPCs you want to romance or do quests with, trade fairly, and stay honest. Most of the game’s content is accessible at neutral to positive reputation.
Risk-Tolerant (High Variance Run)
Push limits through deception or morally ambiguous choices. Possible in Wanderfolk, but requires active reputation monitoring. The gossip network can cascade negative effects faster than you expect. This playstyle has the highest content richness but also the highest banishment risk.
Monitoring Your Reputation
| Method | What it shows |
|---|---|
| In-game reputation UI | Current score and general tier label |
| Individual NPC conversations | How they personally feel vs village reputation |
| Behavioral changes (price shifts, NPC avoidance) | Early warning signs before reputation becomes critical |
| Direct NPC feedback | Some NPCs will tell you if they have heard something negative |
How This Connects to Other Guides
| Question | Guide to open |
|---|---|
| What should I do on my first day to set up strong reputation? | Wanderfolk Beginner Guide |
| How do I save notes and warning signs? | Wanderfolk Reputation Tracker |
| Where is the full game hub? | Wanderfolk Hub |
Sources
FAQ
How does reputation work in Wanderfolk?
Reputation affects how safe and welcome you feel in a village: prices, access, jobs, and NPC tone can all change. Check the current build for exact thresholds and warning behavior.
What happens when you get banished in Wanderfolk?
Treat severe reputation collapse as a serious village risk. Check the current build for exact threshold, warning, and recovery behavior before assuming a specific number.
What are the 45+ data points that NPCs track in Wanderfolk?
NPCs track data across six categories: what you carry (stolen goods, weapons, quest items), your combat history (which enemies you've killed), your social history (who you've helped, wronged, or ignored), your current situation (health, time of day, weather), the village economy (how your actions affect trade), and your reputation (what they've heard from other villagers about you). This context shapes every AI-generated response in real time.
Can NPCs lie or be wrong about you in Wanderfolk?
NPCs share information through the gossip network based on what they observe and hear. Misunderstandings are possible — an NPC who only heard second-hand information may have an incomplete picture. However, the more NPCs you interact with directly, the more accurate their personal assessment of you becomes. Correcting misinformation directly through conversation is a valid strategy.
How do I build reputation fast in Wanderfolk?
The fastest reputation builders are consistent daily interactions (greeting NPCs regularly), completing tasks they mention in conversation, giving gifts that match their preferences, attending village events, and demonstrating helpful behavior in ways other villagers observe. High-visibility generous actions spread quickly through the gossip network.