Every NPC has a disposition toward you — a number from 0 to 100 that reflects how they feel about you. It changes based on how your conversations go.
| Label | Range | Behavior |
|---|---|---|
| Hostile | 0–19 | Refuses to talk past basic greeting |
| Unfriendly | 20–39 | Short, dismissive answers |
| Neutral | 40–59 | Civil, no warmth |
| Friendly | 60–79 | Open, helpful, happy to talk |
| Loyal | 80–100 | Best prices, recruitable to party, strong allies |
The disposition badge near an NPC's name updates after a conversation ends and the system evaluates how things went.
Disposition shifts naturally based on conversation tone. Being kind, helpful, or interesting raises it. Being rude, threatening, or dismissive lowers it. There's no button to press — just talk, and the system evaluates the interaction when the conversation ends.
Completing quests and world events can also shift disposition.
NPCs have relationships with each other written in their profiles — parent, partner, rival, employer, etc. These are primarily narrative: they shape how NPCs talk about each other and react to news involving someone they care about.
NPCs also build dynamic sentiment toward each other based on encounters. If two NPCs keep meeting at the same building, their relationship evolves naturally over time.
You can view and edit NPC-to-NPC relationships in the Atlas NPC editor.
NPCs share information with each other when they visit the same locations. Gossip spreads throughout the day as NPCs move between buildings — not as a batch process, but as natural encounters happen.
When something notable happens — a fight, a gift, a betrayal, a public event — NPCs who witnessed it may share the story with others they encounter. Who hears what depends on:
Gossip memories appear yellow in the Journal's Characters tab. An NPC might bring up something they heard from someone else: "I heard you helped the baker with her supply problem..."
When an NPC hears gossip that's personally relevant — it touches their fear, threatens their secret, or involves someone they care about — they form a reaction memory. Reactions are stronger than gossip and can shift how the NPC behaves in your next conversation.
Private memories never enter the gossip pool — they stay between you and the NPC.