Soul’s Remnant: How Gifting & NPC Bond Levels Work
Soul’s Remnant uses two linked systems to deepen your relationships with NPCs: gifting items to raise a bond level, and bond levels that unlock dialogue, quests, and perks. You raise a bond by giving an NPC gifts they like—each gift has a hidden affinity value that changes based on the NPC’s tastes—and as the bond level rises, new interactions and story branches become available. This article explains exactly how gifting works, how bond levels are calculated, and what you can expect at each tier.
How Gifting Works
Gifting is done through the NPC’s dialogue menu (option “Give Gift”). You can give one gift per NPC per in-game day. The gift is consumed, and you immediately see the bond points gained (as a floating number). Some gifts have special effects:
- Loved gifts (affinity 15–20) – trigger a unique voice line and sometimes a small cutscene.
- Liked gifts (affinity 8–14) – standard positive reaction.
- Neutral gifts (affinity 3–7) – no reaction, but still give points.
- Disliked gifts (affinity 1–2) – the NPC may comment negatively, but you still gain a small amount.
You can find gift preferences by reading the NPC’s journal entries, listening to ambient dialogue, or simply experimenting. There is no penalty for giving a disliked gift beyond the low points, so it’s safe to try.
Bond Level Tiers and Unlocks
Each bond level grants concrete benefits:
- Level 1 – Acquaintance: Basic dialogue, no bonuses.
- Level 2 – Friend: Unlocks a side quest and a small discount (10%) at that NPC’s shop (if they have one).
- Level 3 – Close Friend: Unlocks a unique dialogue branch and a passive perk (e.g., +5% damage when fighting alongside them).
- Level 4 – Confidant: Unlocks a personal story quest and the ability to give romantic gifts (if applicable).
- Level 5 – Soulmate: Unlocks the NPC’s ultimate perk and a unique ending variant. This is the maximum.
Bond levels never decay, but if you ignore an NPC for a long time, their mood may drop, making future gifts less effective until you raise it back via dialogue or quests.
How to Choose Gifts Efficiently
To maximize bond points per gift, focus on loved gifts. Here are some strategies:
- Check the NPC’s room for clues (e.g., a book on fishing means they might like fishing gear).
- Talk to other NPCs about the target – they often hint at preferences.
- Save before giving an unknown gift; if it’s low affinity, reload and try another.
- If you’re short on loved gifts, wait 10 days between gifts to get the maximum time bonus (+50%).
- Raise NPC mood first by completing their side quests and choosing positive dialogue options – a mood of 10 gives +10% points.
Common Mistakes and Misconceptions
Many players assume that giving more gifts in a row is better, but the time bonus makes spaced gifts more efficient. For example, giving a loved gift (affinity 15) every day for 10 days yields 150 points (no bonus). Giving one every 10 days yields 15 × 1.5 = 22.5 points per gift, so 10 gifts over 100 days gives 225 points – 50% more for the same number of gifts.
Another misconception: disliked gifts are worthless. They still give 1–2 points, which can be useful if you have no better option, but they’re a poor use of limited gift slots.
Also, bond points are not shared between playthroughs – each new game resets all bonds.
Costs and Resource Management
Gifts are purchased from vendors, found in dungeons, or crafted. Prices vary, but loved gifts are often rare and expensive (e.g., a unique flower might cost 500 gold). To reach Level 5 from scratch, you need 920 cumulative points (50+120+250+500). With perfect loved gifts (affinity 20) and max bonuses (1.5 × 1.1 = 1.65 multiplier), each gift gives 33 points, so you’d need about 28 gifts. That’s 28 in-game days minimum, plus the cost of the gifts. Plan your resources accordingly – focus on a few NPCs rather than spreading thin.
Frequently Asked Questions
Can I give gifts to any NPC?
Only named NPCs with a bond meter (visible in the character menu) can receive gifts. Generic townsfolk and enemies cannot.
Do gifts ever expire or spoil?
No, gifts in your inventory are permanent. However, some gifts are only available during certain story chapters, so stock up if you want them later.
What happens if I give a gift that the NPC hates?
You still gain 1–2 bond points, but the NPC’s mood may drop by 1 point, making future gifts slightly less effective. It’s not catastrophic, but avoid it if you care about efficiency.
Is there a way to see an NPC’s current mood?
Yes, the bond screen shows a small mood icon (smiley to frowny). You can also infer it from dialogue – if they seem annoyed, their mood is low.
Do bond levels affect the main story?
Only the ending. Some ending variations require certain NPCs at Level 5, but the main story is otherwise unaffected.
Can I romance multiple NPCs at once?
Yes, but at Level 4 you may trigger jealousy events if you romance multiple characters. The game doesn’t lock you out, but it can lower moods.
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