Shop purchase caps reset weekly, not daily
✍️ Alice・愛麗沙
The grocery materials marked “limit 30” restock on a seven-day cycle, not a daily one. The Korean-server NPC listings print the cadence in the column header, and the header over the cooking materials says seven-day restock; players on the Taiwan service reported the same thing this August — garlic, thirty a week. The cost of misreading this is concrete: you plan on buying another thirty sugar tomorrow, and the real answer is Monday at 06:00, with four dead days in between while your fabric and timber chains sit idle. Worse, one apothecary runs both cadences side by side: the discount potions restock daily (20–30 a day), the herbs weekly. So the question is never “what is this shop’s cap” — it is “which table is this row on.” Sugar totals 60 a week (thirty at each of two groceries), and three of the highest-value barter chains all take a dessert as their entry ticket. Those 60 sugar are the real throughput ceiling on all three, and your crafting-station level has nothing to do with it.
Update 9/14: Taiwan’s 9/9 update log (3541097) printed the purchase condition on every new Bangor (班克爾) shop row: the materials at the grocer, tavern and shrine (最高級生皮/蜘蛛網 900, 清淡的肉 400, 辣椒粉 3,000, 白蘿蔔 10,000, 傷痕花 900, 增幅蘑菇 900 …) are all 「每角色每週30次」 — per character, 30 a week; 麗莎/史帝華’s 強化秘藥乳化劑 is per ACCOUNT (10/20 a week); the cat merchant’s 魔力石 per character 3 a week; 大塊肉 per account once a week. That confirms this article’s inferred structure (materials: per character, weekly, 30) officially, and shows per-character and per-account caps coexisting in one log — read each row. The old Tir Chonaill/Dunbarton grocers were not reprinted, so those remain inferred.
Why this needed writing
A capped shop is the kind of system you assume you already understand. The interface prints the purchases you have left, the number goes down when you buy, and at zero you cannot buy any more. Nothing looks ambiguous.
The ambiguity is entirely in when the number goes back to 30.
Most write-ups treat it as a daily reset, and the reason is honest enough: nearly every daily in this game rolls over at 06:00, and a shop cap looks like part of that furniture. But the Korean NPC listings state the cadence directly in the header of each block, and the block covering grocery cooking materials says seven-day restock.
This is not a translation ambiguity, because the two cadences appear under the same NPC. The Colhen apothecary carries a “one-day restock” table (discount potions) and a “seven-day restock” table (herbs). One shopkeeper, two clocks, and the game does not label which is which on screen.
What is daily and what is weekly
The dividing line, as far as the available listings show it:
Daily restock — back tomorrow
- Apothecary discount potions: auto-recovery potion (sale) 150 gold ×20, superior recovery potion (sale) 100 gold ×30, superior auto-recovery (sale) 350 gold ×20, top-grade recovery (sale) 300 gold ×30, top-grade auto-recovery (sale) 1,350 gold ×20.
- The barter rows at smiths and shops (Ferghus’s ore line at 10/day, Lassar’s catalyst line, and so on).
Weekly restock — back Monday 06:00
- Grocery cooking materials: meat 250, salt 1,000, sugar 1,200, apple 800, cabbage 800, cooking oil 1,200, thirty of each. Dunbarton adds garlic 1,200, pepper 2,000, lemon 3,000, tomato 6,800, asparagus 10,000 and peas 10,000, also thirty each.
- Apothecary herbs: four-leaf clover 750×5, the hiding-flower line at 150 and its powder at 900 (×30 each), and three mushroom-derived rows at 600–750 gold ×30.
The pattern is clearer than the interface: things you eat are rationed weekly, things you fight with are rationed daily. Carry that rule and you will guess right about a shop nobody has catalogued yet.
Sixty sugar, three blocked chains
Sugar is where this rule gets expensive, because it appears in two groceries at once and because three high-value barter chains all take a dessert as their entry ticket.
Supply first. Thirty at Tir Chonaill, thirty at Dunbarton: 60 per character per week, at a cost of 72,000 gold.
Now demand. The three Dunbarton barter rows ask for:
- Fine fabric ← apple soufflé ×1 (2 per day)
- Fine fabric+ ← apple cream cake ×1 (1 per day)
- Fine wood+ ← apple milk tea ×3 (2 per day)
All three are desserts and all three burn sugar. And those trade counters reset daily — 35 exchange opportunities across a week.
Which puts you into a wall that feels backwards: you cannot use up your trades, because the ingredients are rationed weekly. That is the mechanic this article exists for. The barter budget looks generous when you total the weekly turns:
| Reset cap | Rows | Turns per week | of which must-do | of which skip |
|---|---|---|---|---|
| 10/day | 10 | 700 | 4 | 1 |
| 1/day | 59 | 413 | 6 | 7 |
| 5/day | 9 | 315 | 1 | 0 |
| 3/day | 13 | 273 | 0 | 1 |
| 2/day | 6 | 84 | 1 | 0 |
| 4/day | 2 | 56 | 2 | 0 |
| 5/week | 1 | 5 | 0 | 0 |
| Cap not established | 2 | — | 1 | 0 |
| Total | 102 | 1,846 | 15 | 9 |
Taiwan-live rows only. 96 of them reset per character and 6 are shared across the account or the server. Rows whose cap is not clearly stated contribute no turns — undercounting beats guessing. Full board:Barter
The weekly-turns total in that table is a theoretical ceiling — the number you would hit if ingredients were free. The sugar line is the widest gap between that ceiling and reality, and it appears on no barter table anywhere, because the constraint does not live in the barter system. It lives in the grocery.
How the rule reshapes your week
Once the cadence is read correctly, the play collapses into three habits.
One: Monday 06:00 is shopping day, not “whenever.” A seven-day cycle means buying late compresses that week’s whole ration into fewer days. Fill sugar, salt and pepper in one trip and spend them across the week.
Two: never make a “I’ll buy more tomorrow” plan midweek. This is the costly misreading. You notice on Wednesday that you are short on sugar, your instinct says top up tomorrow, and the truth is five days. During those five days, any fabric or timber station queued on a dessert-downstream recipe is simply idle.
Three: check the discount potions every single day. That row is daily, and the pricing is a real discount rather than a rounding — the top-grade recovery potion is 300 on sale against 600 at list, exactly half. It is one of the few gold discounts in the game that you genuinely lose by not collecting, and it is hidden in an interface where it sits mixed in with the herbs.
Two things to flag honestly
First, those prices and caps are Korean-server data from April 2025 — seventeen months and an entire season ago. In-service reports have since confirmed the thirty-per-week, Monday-06:00 structure, but not the individual prices. Treat the numbers as structural reference and take your own shop screen as authoritative on unit price.
Second, “one allowance per character” has never been confirmed in so many words. One Korean round-up states that the discount goods are once per character; if the caps are likewise counted per character, then alts are the only multiplier on the sugar line — six characters would mean 360 sugar a week. It is a tempting inference and it rests on a single unverified sentence. Do not plan around 360 until you have run a second character through it yourself.
Where this leaves you
Ask the cadence before the cap. “Limit 30” carries no information on its own: thirty a day and thirty a week differ by a factor of seven, and the interface will not tell you which one you are looking at. The line, as far as it has been mapped, is food weekly, combat consumables daily.
Do: treat Monday 06:00 as the shopping run and fill cooking materials in one pass; glance at the apothecary’s discount row daily. Ignore: any checklist telling you to sweep the groceries every day — those rows are already empty on your second visit.
Two findings would overturn this page:
- If the grocery materials turn out to restock daily after all, the whole direction of this article inverts. This is also the easiest claim here to check for yourself: buy one item to its cap today, and look at that number tomorrow.
- If the caps are shared across the account rather than held per character, the “alts multiply the sugar line” inference disappears, and sugar stops being a bottleneck you can route around and becomes a hard wall.