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"Merchant" redirects here. For other uses, see Merchant (disambiguation)

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.

In addition to general barter, many vendors also offer retraining of existing party members, recruitment of new party members, crew members (in Deadfire), and rooms to rest.

Stores[]

The store window in Deadfire

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).

Regeneration lists[]

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.

Store funds[]

Note: This is cut content, and was likely scrapped during development

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.

Item values[]

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.

Equipment 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 Copper pands (cp)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 Copper pands (cp)25
Weapons: Crossbows, Estocs, Great swords, Hunting bows, Morning stars, Pikes, Pollaxes, Quarterstaffs, War bows
Clothing: Boots, Cloaks, Handwear, Headgear
Accessories: Rings, Belts, Amulets
Ingredients: Plants
All two-handed weapons, except arbalests and implements (scepters, rods, wands), all accessories and clothing items Copper pands (cp)50
Books Only lore books Copper pands (cp)80
Armor: Cloth armor Copper pands (cp)100
Weapons: Arbalests
Armor: Robes, Padded armor, Hide armor, Leather armor, Scale armor, Breastplates, Mail armor, Brigandines
All armor, except cloth and plate armor Copper pands (cp)200
Grimoires Copper pands (cp)500
Weapons: Arquebuses, Blunderbusses, Pistols
Armor: Plate armor
All firearms, plate armor Copper pands (cp)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" 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.

Examples

Take for example, the two-handed war bow Borresaine in Pillars of Eternity. It has a base value of Copper pands (cp)50. It's enchantments Stunning (3), Draining (2), and Fine (2) add up to 7 Anvils:

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

As an example in Pillars of Eternity II: Deadfire, the sword Hel Beckoning has a base value of Copper pands (cp)35. It's enchantments Legendary (100), Tainted Blade (8), and Spirit Seeking (6) add up to 114 Anvils:

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

Rounding[]

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.

Vendor rates[]

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.

Base rates[]

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.

Note: Pillars of Eternity II: Deadfire only
Faction rank Value multipliers
Buy value Sell value
Bad
5 1.3 (130%) 0.20 (20%)
4 1.20 (120%)
3
2 1.10 (110%)
1
Default /
Mixed
~ 1.00 (100%)
Good
1 0.95 (95%)
2
3 0.90 (90%)
4
5 0.85 (85%)
* Includes inn rates

Other discounts[]

In Pillars of Eternity[]

In Pillars of Eternity II: Deadfire[]

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.

In Pillars of Eternity[]

Character Location Rare Weapon Armor Shield Accs. Food Drug Potion Scroll Trap Part Plant Gem Tool
Ableheart Skerrion Brackenbury - The Charred Barrel yes yes
Alarhî Hearthsong - Hearthsong Market yes yes yes yes
Artificer Caed Nua - Artificer's Hall yes
Bishop Copperlane - The Goose and Fox yes yes yes
Bledha Elms' Reach yes yes yes yes yes
Bricanta Doemenel Brackenbury - Doemenel Manor yes yes yes yes yes yes
Cartugo Ondra's Gift - Vailian Trading Company yes yes yes yes yes
Chapel Priest Caed Nua - Chapel yes
Clerk [WM1] Stalwart Village - Fishery yes yes yes yes
Coren Copperlane - Scriveners Dormitory yes yes
Craft Shopkeeper Caed Nua - Craft Hall yes yes yes
Curio Shopkeeper Caed Nua - Curio Shop yes
Curnd Ondra's Gift yes yes
Dengler Dyrford Village - Dracogen Inn yes yes
Derwn Hearthsong - Hearthsong Market yes yes yes yes yes yes
Dunstan First Fires - Crucible Keep yes yes yes yes yes yes yes
Ellitherion 'Haggard Shoes' Hearthsong - The Celestial Sapling yes yes yes yes
General Goods Merchant Caed Nua - Great Hall yes yes yes
Haeferic [WM1] Stalwart Village - The Gréf's Rest yes yes yes
Hamond [WM1] Stalwart Village - Hamond's Emporium yes yes yes yes yes yes yes yes yes yes yes yes yes yes
Hendyna Dyrford Village yes yes yes yes
Heodan Encampment yes yes yes yes yes
Herla [WM1] Mowrghek Îen yes yes yes yes yes yes
Iŵen Hearthsong - Hearthsong Market yes yes yes yes
Korbal Durgan's Battery (Great Hall) yes yes yes yes yes yes yes
Krivi Endless Paths of Od Nua Level 12 yes yes yes
Larha Oldsong - Galawain's Maw yes yes yes yes yes yes yes
Llines "Two-Lips" / Maea Ondra's Gift - The Salty Mast yes yes
Lora Copperlane yes yes yes yes yes yes
Masdên Hearthsong - Hearthsong Market yes yes
Morug [WM1] Russetwood yes yes yes yes yes yes
Narmer Copperlane yes yes
Niah Ondra's Gift - The Wailing Banshee yes yes
Nyrid Copperlane - Purnisc's House yes
Pasca Gilded Vale - The Black Hound yes yes yes
Peregund Copperlane yes yes
Ponamu Bird-Scorned [DP] Anslög's Compass yes yes yes yes
Purnisc Copperlane - Purnisc's House yes
Ranga Anslög's Compass yes yes yes yes
Rhanet Hearthsong - Hearthsong Market yes yes yes yes yes yes
Rinatto Hearthsong - The Celestial Sapling yes yes yes yes
Sonild Copperlane - Admeth's Den yes yes yes yes yes
Taragaer [WM1] Durgan's Battery yes yes yes yes yes yes
Tamra Hearthsong - Hearthsong Market yes yes
Trygil Dyrford Village - Trygil's Curriery yes yes yes
Tuatanu Gilded Vale - Black Hammer Smithery yes yes yes yes yes yes
Urŵa Oldsong yes yes yes yes
Vincent Dwellier Ondra's Gift - The Salty Mast yes yes yes
Winfrith Dyrford Village - Winfrith's Arms and Armory yes yes yes yes yes yes
Wrdha Elms' Reach - Blood Sands yes
Yduran [WM1] Stalwart Village yes yes yes yes yes yes yes yes yes yes yes

In Pillars of Eternity II: Deadfire[]

See also[]

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