Vendors (also called merchants, traders, or stores) allow the player to buy, sell, or trade goods in exchange for copper pands. Vendors can be found in towns and cities throughout Eora, and offer a wide variety of items, including consumables, weapons and armor.
- 1 Stores
- 2 Item values
- 3 Vendor rates
- 4 List of vendors
- 5 See also
Stores are used to buy and sell items between the party and the vendor. Stores typically stock a collection of items that are restocked over time if depleted (by default every 12 hours of in-game time), alongside a select few items that may only be purchased once.
Every item has a monetary value, which is summed in the transaction to determine how much you pay or receive. Quest items cannot be sold. Typically, items are sold to vendors at a depreciated value, and are bought at an appreciated value.
Stores in Deadfire will often have one or more nearby containers containing a subset of the items sold by the vendor. These are usually linked with the store inventory, taking from the container will result in the stolen items being removed from the store (and vice versa). This provides an alternate means of obtaining some of the unique items found in stores, without the need to resort to violence (and without the need for coin).
While most stores have a fixed inventory, a subset of the items that a store carries are determined based on a regeneration list. This list defines a series of items, each with a chance it will appear, and a range specifying the amount able to be generated.
Regeneration lists are analogous to a store restocking its goods. On the wiki we use this term instead.
The store is first generated when the player opens the interface. After a certain amount of time has passed (most stores use either 12 or 24 in-game hours), the store will be regenerated again the next time the interface is opened. When this occurs, all items that were part of the previous list (or the same list if this is the first regeneration) are removed - including stacks of those items that may have already been in the fixed inventory - and are replaced with a new set of generated items from the list. In this way, items in a regeneration list always supercede items in the fixed inventory.
Some stores have multiple regeneration lists that are picked depending on the value of a global variable. For example Hendyna in Dyrford Village will change the items she stocks depending on the outcome of Nest Egg. When the global variable changes (assuming it has a regeneration list), the store will be restocked with those goods the next time it is opened.
Every store has an initial amount of funds they have to do trading with. Selling items to a vendor will reduce their funds as they give you money, and buying items from a vendor (or renting rooms at an inn) will increase it as you give them money. Presumably this was originally to be used as a mechanic to balance trading and limit the amount of items that can be sold to the vendor, adding a sense of realism to the transactions that can take place (i.e. poor characters won't be able to buy expensive goods from you until they have enough money to do so).
However, despite still existing in the current version of the both games, this amount does not actually influence or limit transactions in any way. Killing a vendor will not cause them to drop this money either.
All items have a base value. This value is multiplied by the vendor rates to determine how much you pay or receive. The sell value is always shown in the inspect window of an item, while the buy value is only shown in the store interface.
Gems are the exception, and can be sold to stores at their full value.
Non-equippable items, including consumables, gems, plants, monster parts, tools, etc. have a fixed value that is unchanging. Conversely, the value of equippable items, including weapons, accessories, clothing, armor, and shields is calculated dynamically using:
baseValue + (anvils * itemModCost * twoHandedMultiplier)
The base value is typically a low amount, which varies depending on the type of the item. Few items are an exception, having a unique base value (i.e. one that is not the same as others of its type). If an item type is not listed below, it likely has varying base values.
|Base value of equippable item types (Pillars of Eternity only)|
|Equipment types||Notes||Base value|
|Quest items and keys||Anything involved in quests, with few exceptions||0|
|Weapons: Battle axes, Clubs, Daggers, Flails, Hatchets, Maces, Rapiers, Rods, Sabres, Scepters, Spears, Stiletto, Sword, Wands, War hammers
Shields: Small shields, Medium shields, Large shields
|All one-handed weapons, two-handed implements (scepters, rods, wands), all shields||25|
|Weapons: Crossbows, Estocs, Great swords, Hunting bows, Morning stars, Pikes, Pollaxes, Quarterstaffs, War bows
Clothing: Boots, Cloaks, Handwear, Headgear
Accessories: Rings, Belts, Amulets
|All two-handed weapons, except arbalests and implements (scepters, rods, wands), all accessories and clothing items||50|
|Books||Only lore books||80|
|Armor: Cloth armor||100|
Armor: Robes, Padded armor, Hide armor, Leather armor, Scale armor, Breastplates, Mail armor, Brigandines
|All armor, except cloth and plate armor||200|
|Weapons: Arquebuses, Blunderbusses, Pistols
Armor: Plate armor
|All firearms, plate armor||1,000|
The base value is added to the sum of the calculated values of each of the enchantments applied to the weapon. This is the total enchantment points or "anvils" on the item, multiplied by a global "item mod cost multiplier", multiplied by a "two-handed cost" if the equippable takes up both primary and secondary slots. Note that weapon bonuses are not included, only enchantments.
- One-handed weapons (and all other equipables) →
enchantmentPoints x itemModCost
- For two-handed weapons →
enchantmentPoints x itemModCost x twoHandedMult
|Calculated item value multipliers|
|Game||Item mod cost||Two handed mult|
|Pillars of Eternity||500||2.0|
|Pillars of Eternity II: Deadfire||250||1.5|
Generally items with fewer, less powerful enchantments will be cheaper than items with many, more powerful enchantments. It also means that adding new enchantments to an item will increase its value.
Base value = 50 + (3 * 500 * 2) <- Stunning + (2 * 500 * 2) <- Draining + (2 * 500 * 2) <- Fine = 50 + (7 * 500 * 2) <- x 2 since it is two-handed = 7050 Sell value = 7050 * 0.2 <- Sell multiplier in poe1 = 1410 Buy value = 7050 * 1.5 <- Buy multiplier in poe1 = 10575
Base value = 35 + (100 * 250) <- Legendary + (8 * 250) <- Tainted Blade + (6 * 250) <- Spirit Seeking = 35 + (114 * 250) = 28535 Sell value = 28535 * 0.2 <- Sell multiplier in poe2 = 5707 Buy value = 28535 * 1.0 <- Buy multiplier in poe2 = 28535
Both games store and calculate item values as floating points, but use integers for the final transaction and display values.
When rounding sell values, the calculated value is floored, then truncated to an integer. For example an item with a base value of 8 (e.g. Duc's Own Beefloaf) has a sell value of 1.6
8 * 0.2, which is truncated to 1.
For buy values, the calculated value is rounded (via the '#' specifier) to the nearest integer preceding the decimal, where rounding away from zero is always used. For example, an item with a base value of 65 (e.g. Durgan Copper Bracelet) has a buy value of 97.5
65 * 1.5, which is rounded to 98.
Vendors have set rates, a multiplier applied to the value of all items sold and bought by the vendor, as well as costs associated with renting rooms at inns. Completing certain quests will earn you discounts in some stores, while some vendors have fixed rates that do not change (e.g. permanently discounted).
While the framework for it exists, vendors do not offer adjusted multipliers for goods that you sell to them, regardless of reputation.
In Pillars of Eternity, all items have a base value (as shown on the wiki). When buying an item from a vendor, this value is multiplied by 1.5 (150%) to determine how much you owe. When selling an item to a vendor, this value is multiplied by 0.2 (20%) to determine how much you receive.
In Pillars of Eternity II: Deadfire, the base value of the item (shown as "shop value" on the wiki) is how much you will have to pay to purchase an item from a vendor. When selling an item to a vendor, the value is multiplied by 0.2 (20%) to determine how much you receive. This is rounded down (truncated) to the nearest integer.
|Game||Adjustment from base value|
|Buy value||Sell value|
|Pillars of Eternity||1.5 (150%)||0.2 (20%)|
|Pillars of Eternity II: Deadfire||1.0 (100%)||0.2 (20%)|
Faction reputation rates
Your reputation with the faction that a vendor represents is the primary source of value adjustments to items sold by the vendor, with a bad standing meaning added costs, and a good standing meaning reduced costs. If the vendor isn't associated with a faction, the default buy/sell rates are used.
|Faction rank||Value multipliers|
|Buy value||Sell value|
|5||1.3 (130%)||0.20 (20%)|
|* Includes inn rates|
In Pillars of Eternity
- Completing Late for Dinner by rescuing Tenfrith will give you a ~16.6% (1.5 to 1.25) discount on goods, and a 25% discount on rooms from Pasca at The Black Hound.
- Convincing Trumbel to reduce the prices of grain during Against the Grain will give you a ~13.3% discount on goods (1.5 to 1.3) from Pasca at The Black Hound. This is applied after speaking with Sweynur.
- Ranga in Anslög's Compass sells goods at a permanent 6.6% discount (1.5 to 1.4).
- During Ferry Flotsam, if you help Peregund out and fetch her cargo, you'll get a ~13.3% discount (1.5 to 1.3) on goods at her store. Alternatively if you help Hanwen and don't return the goods and lie to Peregund, the price of goods at her store increases by 33.3% (1.5 to 2).
- By asking how Igrun got his hands on a march steel dagger (requires 12 Intellect) during Something Secret, you can persuade him to give you a 5% discount on goods at his store, Igrun's Arms and Armor in Copperlane. However, in actuality this is overridden once you ask to open his store, and you only receive 3.3% off.
- During His Old Self in Copperlane, siding with Nyrid by killing Purnisc will yield a 50% discount on Svef. If you kill Nyrid instead, Purnisc will resuming trading Svef in his place, and you can get the same discount by keeping his dealing a secret from Kaenra, his fiancée, or by intimidating him to do so with Might 14.
- A rank 4 positive reputation (Good) or greater with The Dozens will yield a ~33.3% discount (1.5 to 1.0) from Sonild at Admeth's Den Expedition Hall in Copperlane.
- Completing The Smith's Shipment will give you a ~16.6% discount (1.5 to 1.25) from Tuatanu at Black Hammer Smithery in Gilded Vale.
- Completing Nest Egg (any outcome) will yield a 15% discount (1.5 to 1.275) on goods from Hendyna's Apothecary in Dyrford Village.
- During Hard Bargain, if you convince Rinatto to leave (or kill him), you get a ~23.3% discount (1.5 to 1.15) on goods at Alarhî's Herbals in Hearthsong Market. Otherwise if you side with Rinatto and convince Alarhî to return the coin, she increases her prices by ~16.6% (1.5 to 1.75).
- A rank 2 positive reputation (Friend) or greater with Twin Elms will yield a ~23.3% discount (1.5 to 1.15) at Derwn's Weapons and Armor, Masdên's Supplies, and Tamra's Furs and Skins at Hearthsong Market.
- A rank 2 positive reputation (Friend) or greater with Twin Elms, you'll receive a 20% discount on goods at Urŵa's Goods at Oldsong. Likewise, with a rank 2 negative reputation (rascal) will yield a 20% penalty to the cost of goods.
- [WM1] During The Fisherman's Penance, completing the quest without killing Grynde or running him out of town will yield a ~16.6% discount (1.5 to 1.25) on goods at Stalwart's Fishery.
- [WM1] Ratting Reyfald out to Haeferic during A Lovely Drop will give you a 10% discount on rooms at The Gréf's Rest.
- [WM2] After completing Bogged Down, you get a %6.6 discount on goods from Herla in Mowrghek Îen.
In Pillars of Eternity II: Deadfire
- With the "Unique Item Vendor" Berath's Blessing, receive a 50% discount at the Well-traveled Supplier in Port Maje Harbor.
- Returning the gloves to Fessina during Velvet Glove, Brass Fist will give you a 5% discount at The Dark Cupboard in Periki's Overlook.
- Completing The Shipwright's Plight will give you a 10% discount at The Shipyard (port vendor) in Neketaka.
- Completing The Cornett's Call will give you a 10% discount at Ernezzo's Supplies in Delver's Row.
- Eliminating Ernezzo for The Spindle Man during Harsh Medicine will give you a 10% discount at Spindle Man's Store.
- Getting rid of Galian peacefully during The Better Man will give you a 15% discount at Kraken's Eye in Port Maje Harbor.
- Taqua's Fish Emporium in Sayuka has a permanent 15% discount.
- The apothecary Tama Watua offers a permanent 15% discount at his store Tama's Oddities, in Outcast's Respite in Rikuhu's Maw.
- On the world map, the following unmarked locations give a permanent 50% discount to goods sold:
- "Fisherman's Hut" at 25° 40' S 39° 40' E (north of Maje Island).
- "Huana Koīki Farm" at 5° 4' 48° 39' E (in the very northeast corner of the map, near Ofecchia Channel).
- "Huana Koīki Farm" at 38° 15' S 37° 19' E (southwest island of the Kângati Islands).
- "Vailian Mill" at 37° 7' S 35° 35' E (far south of Fort Deadlight).
- [SSS] Caretta, Cook Corrin, Winge, and Neale in the Temple of Toamowhai will give the player a discount in their respective stores depending on their reputation with either of the Seeker, Slayer, and Survivor factions, however the logic for this is currently broken:
- 5% discount to players with a Good 1 reputation.
- 10% discount to players with a Good 2 reputation.
- 15% discount to players with a Good 3 reputation.
- [BW] After completing An Honored Guest, talk to Harbinger Karlódh and say "Yes, I am the destroyer. The very hungry destroyer. Feed me fish." to receive a 10% discount at her store, the Snowmelt Fishery.
List of vendors
This table lists all vendors alongside what type of goods they primarily sell. For more detail about the store, see the NPC page itself. For a basic list, see the associated category pages below.