Faction Currency & Economy
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* Merchants offer 20% of the item base value when you're selling. You'll get better prices as you raise your [[persuasion]] skill. | * Merchants offer 20% of the item base value when you're selling. You'll get better prices as you raise your [[persuasion]] skill. | ||
* Merchants accept equipment at 50% [[Items condition|condition]] and higher. | * Merchants accept equipment at 50% [[Items condition|condition]] and higher. | ||
− | * Merchants never buy Tiers 1 equipment. There | + | * Merchants never buy Tiers 1 equipment. There is one exception (see below). |
Revision as of 12:37, 1 August 2014
Several merchants are available into factions' headquarters. Merchants sell different categories of equipment, and they always accept caps as payment. They also barter against equipment at certain conditions:
- Merchants buy equipment of the same categories as they're selling. So, an armorer will buy armors, a weapon dealer will buy guns, a doctor will buy medical supplies etc.
- Merchants offer 20% of the item base value when you're selling. You'll get better prices as you raise your persuasion skill.
- Merchants accept equipment at 50% condition and higher.
- Merchants never buy Tiers 1 equipment. There is one exception (see below).
In all headquarters you'll find:
- One merchant selling lower quality equipment and crafting materials, and buying almost everything.
- One merchant selling weapons of all types and of Tiers 2 quality.
- One merchant selling armors.
- One merchant selling weapons and armors of high quality.
- One merchant selling ammo, only for caps. Ammo's are sold in boxes of determined sizes, depending on the ammo type.
- One merchant selling drugs, healing items and bandages of lower quality.
- One merchant selling drugs, healing items and bandages of high quality.
- One merchant selling food.
- One merchant selling drinks.
- You'll also find a trader accepting all your collectible items and paying them in caps.
(Difference between revisions)