Villager

"Villager" is NPC who take on village labor to make your island livable, and player can recruit certain types of NPC to become a villager when encounter them.
== Recruiting ==
There are two ways to get a new villager.
=== Recruiting wanderer as villager ===
You can recruit a wanderer who drifts onto the island on a raft at random times as a villager. There are no requirements for recruitment; just talk to them and they will become a villager. For more information, see the "Raft and wanderer" section of the Ships & Tourist industry article.
=== Asking the merchant to arrange a villager for you ===
Player can pay gold coins to a merchant who visits the island on a merchant ship at random for arrange prospective immigrant. See the "Merchant ship" section of the Ships & Tourist industry article.
The new villagers will follow the player and you will need to lead them to your base and then assign them sleeping places and jobs. Currently there is no limit to the number of villagers in the game. However, the number of villagers consumes food and fuel, so you should think twice about welcoming more than you need.
== Villager Basics ==
Villagers act autonomously through AI. Like a player, they feel hot and cold, look for food when they feel hungry, and find their own beds to sleep in when they feel sleepy. If a player assigns him a job, he wakes up in the morning and heads to work, otherwise he spends his free time around your village The following is a list of comparisons between players and villagers, although some of the numbers vary depending on the Game Difficulty Setting.
* Inventory capacity is 10 (23 when equipped a Backpack)
* The type of tastes they can take depends on the skills they have
* They can recover their Mind pointwith food by skill
* They can recover their Mind point in recreational facilities
* Mind point is reduced during labor
* Randomly runs away when mobs or other dangerous creatures are around
When villagers become hungry, they try to get food in containers in their own rooms, in containers in around warehouses, or at Village Facilities:Shop. If they fall ill or their HP drops, they will similarly seek out recovery items in containers or shops nearby.
When a villager's HP reaches 0 for some reason, his/her inventory and equipment items are dropped at his/her feet, and then he revives in the village.
== LP ==
Currently this item is not implemented.
== Skill ==
Skill is special ability that each villager possesses and are more similar to personality than skills. Villagers are initially given 0-3 skills at random.
Skill Name 	Effects 	Note
Tea Lovers 	Increases the effect of Mind recovery when drinking tea by 1.5 times 	Increases the acquiring of village loyalty point up to1.5 as well
Coffee Lovers 	Increases the effect of Mind recovery when drinking coffee by 1.5 times 	Increases the acquiring of village loyalty point up to1.5 as well
Beer Lovers 	Restores Mind by beer 	
Wine Lovers 	Restores Mind by wine 	
Drinker 	Restores Mind by alcohol 	
Vegetarian 	Can't eat food with meat in it 	
Meet Eater 	Can't eat food consisting only by vegetables 	
Sweet Tooth 	Increases the effect of Mind recovery when having sweets by 1.5 times 	Increases the acquiring of village loyalty point up to1.5 as well
Gourmet 	Increases the effect of Mind recovery when having fine foods by 1.5 times 	Increases the acquiring of village loyalty point up to1.5 as well
Gross Eater 	Eating food that have a effect of decreasing Mind does not decreae Mind 	Items:Food & Drink
Tiny Eater 	Increases the effect of Hunger recovery when having food by 1.2 times 	
Gluttony 	Decreases the effect of Hunger recovery when having food by 0.8 times 	
Smoker 	Can recover Mind by a Dry Herb 	
Flower Lover 	Increases village loyalty when seeing a flower 	
Pet Lover 	Increases village loyalty when seeing a pet(or livestock) 	
Pet Hater 	Decreases village loyalty when seeing a pet(or livestock) 	
Book Hater 	Can't use Library 	
Frail 	Increases to get chance of a disease by 2 times 	
Brawny 	Decreases to get chance of a disease by 0.1 times 	
Piety 	Increases the effect of Mind recovery with visiting God's House by 1.5 times 	Increases the acquiring of village loyalty point up to1.5 as well
Zealot 	Increases the effect of Mind recovery with visiting God's House by 1.75 times. However if they cannot visit God's House, their Mind declines (every night).	Changes village loyalty modification due to God's House
Germophobia 	Increases the effect of Mind recovery with visiting Bath House by 1.75 times. However if they cannot visit Bath House, their Mind declines (every night). 	
Aquaphobia 	Can't use Bath House 	
Bookworm 	Increases the effect of Mind recovery with visiting Library by 1.5 times 	Increases the acquiring of village loyalty point up to1.5 as well
Cold Resistance 	The threshold of body temperature for frostbite is 5 points lower than normal 	
Cold Sensitive 	The threshold of body temperature for frostbite is 10 points upper than normal 	
Heat Resistance 	The threshold of body temperature for burn is 5 points upper than normal 	
Heat Sensitive 	The threshold of body temperature for burn is 10 points lower than normal 	
Waterproof 	No wetting effect occurs until the point reaches 95. 	
Diligent 	They can have two workplaces 	
Oversleeper 	Sleep three extra hours than other villagers 	
Lazy 	20% chance of missing work 	
Yuppie 	Decreases the effect of village loyalty down by higher village population by 0.5 times 	
Misanthropist 	Increases the effect of village loyalty down by higher village population by 1.5 times 	
Moodmaker 	They increase village loyalty of the surrounding villagers 	
Unfriendly 	They decrease village loyalty of the surrounding villagers 	
Clumsy 	The durability of equipped items is 1.2 times 	
Craftsmanship 	They can work in a Multi Craftsman Workshop 	
Knowledgeable 	They can work in a Herb Doctor Workshop 	
Hospitality 	They can work in a Restaurant 	
Brave 	They can work in a Guard Post and Adventurer's Hangout 	
Insensitive 	All Mind changes are 0.8x 	
Sensitive 	All Mind changes are 1.2x 	
Businessman 	Sales from tourist increased by 1.1 times 	
Battlemaster 	Attack point will always 1.2x 	
Tank 	Taken damages will always 0.8x 	
Patience 	They don't desert when its village loyallity reaches 0 	
Longevity 	Decreases in LP due to aging changes to 1/5 (20%) chance 	LP system currently not implemented
Transitory 	LP decrease with aging can be 2 (50% chance) 	LP system currently not implemented
Darkness Resistance	Nullifies the darkness effect 	
Workaholic 	Nullifies the loss of Mind during work 	
=== Acquired skill ===
Long-term engagement in a specific job may lead to the acquisition of acquired skills. See each category of Village Facility article.
== Loyalty to the village ==
Each villager maintains a status of "village loyalty," and if this number falls below a certain level, they leave the island permanently. Village loyalty cannot be measured numerically, but it can be predicted by the reaction of villagers to you when you talk to them or when you pass by them. Village loyalty can be increased or decreased by the following events
Event 	Effect	Note
Drinking 	Up 	
Having fine foods 	Up 	
Using of recreational facilities	Up 	
Taking medicines 	Up 	
Seeing what they like 	Up 	Flower Lover, Pet Lover and Moodmaker skills
Seeing what they hate 	Down 	Pet Hater and Unfriendly skills
Diseased 	Down 	
In depression 	Down 	
In dangerous 	Down 	Encountering with mobs, Damaged and others
Unregistering a use of a house 	Down 	Same for changes
Unregistering a workplace 	Down 	Same for changes
High population 	Down 	Every night. It increases in proportion to the population.
== House assignment ==
Villagers need homes just as much as player do. One house must be assigned to each villager, and no more than one person may live together in one house. Villagers try to sleep in their own beds at home as much as possible, and for food and recreation, they try to get it from nearby facilities and do not try to use village facilities that are located far away.
To assign a house, first talk to the target villager. Then, take the villager to a vacant house and talk to the villager again. In this way, you can assign a house to a villager. For more information on house construction, see Village Facilities:General "Villagers' Houses" section.
== Job assignment ==
villager can have one place of work as with house assignments. In the same way, talk to the villager and guide them to the workplace that you want them to work at, and then either talk to them again or register them from the facility's sign menu. Workplace differ from house in that the maximum number of workers assigned is capped by the type of workplace, and some facilities allow more than one villager to be registered as a worker. For more information, see Village Facilities:Workplace article.
Once a villager is assigned a workplace, they commutes to the workplace the same day or the next day, then work with following orders from the facility's sign menu.
If the weather is not suitable for work, a villager try to stay at their workplaces and wait for the weather and status to recover. Similarly, when they gets cold, they retreats to their workplace, where they tries to warm themself by putting on the fuel if there is heating furniture in the workplace. When they become ill, they quite often abandon their work and tries to recuperate at home.
To be quit their jobs, player can talk to the villagers and stop them from working at any time from the talking menu.
== Banishment and deserting ==
If you want to kick a villager off the island for any reason, you can always talk to the villager to banish them from the island. Also, if their village loyalty is at its lowest and does not improve after a while, the villagers will leave the island on their own. The village's reputation may be damaged depending on the circumstances when a villager leaves. See the Village Management article and Village Reputation section for details.