“ | In war, not everyone is a soldier | ” |
–This War of Mine, 11 Bit Studios |
List of Traders
Franko | Bojan | Matey | Sandu | Pyotr | Vanya | Olek |
---|---|---|---|---|---|---|
Ciorba | Mateo | Petar | Bojana | Juro | Viktor | Grisha |
Overview
For a new evaluation of Trade info, see here. Please work this info into the wiki if it appears to be valid for everyone.
Traders will barter goods with your survivors. Every so often--after several days have passed--a traveling trader named Franko will show up at your shelter's front door and offer to barter. To access other traders, a survivor must scavenge at that trader's location (see table below).
To trade, click on the trade icon next to the trader. This will take you to a trade screen where you will see your goods on the left and the traders goods on the right. Click items on both sides to select them for trading. As you select items, a variety of messages will appear at the very top of the screen. If the message says "it's very generous of you", you are paying too much. If the message says "It won't do, try harder",the trader will not accept that offer. You can maximize the value of a trade by adding items on the traders side until you get the "no deal" message, and then removing one low value item.
Katia has the trait Bargaining Skills, which allow her to trade more efficiently with Franko and some other traders, getting a lower price.
Every trader has a variety of things to barter. Some traders offer a better exchange rate for some goods. For example, Franko gives more barter value for guns than would be received trading guns to Matey. On the other hand, Matey gives more barter value for Medications, Bandages and Herbal Meds than trading the same items to Franko. For more details see each respective trader's article.
Brief Overview of Traders
Name | Location | Likes to buy | Usually sells | Comments |
---|---|---|---|---|
Our Shelter | Weapons | Assorted | Visits the shelter every 3 days or so Steep trading rates | |
Military Outpost | Alcohol,
Cigarettes |
Ammo, Bandages,
Medicines |
Going past is considered trespassing | |
Garage | Bandages,
Medications |
Parts, Gun Parts,
Tools |
Going past is considered trespassing
Always has Canned Food, Vegetables, Tools | |
City Hospital | Bandages,
Medications |
Crowbar, Shovel,
Component, Sugar, Wood |
Prefers a charitable trade Limited inventory | |
Brothel | No Preferences | Broken Shotgun,
Broken Pistol, Gun Parts, Medicine, Tobacco |
Going past is considered trespassing | |
Shelled School | Weapons | Tobacco | Going past is considered trespassing | |
Semi-Detached House | No Preferences | Pure Alcohol | Going past is considered trespassing | |
St. Mary's Church | Ammo, Wood | Assorted | Has a lot of books | |
Hotel | No Preferences | Medicine, Tobacco,
Food, Lock Picks, Parts |
Has a lot of Tobacco | |
Central Square | Non-Material items | Materials,
Broken Weapons, Broken Guitar |
Will not accept materials for barter | |
Central Square | Non-Alcoholic and
non-tobacco items |
Cigarettes, Coffee,
Moonshine, Pure Alcohol |
Will not accept Alcoholic or Tobacco products for barter | |
Central Square | Non-Medical items | Medications,
Bandages |
Trades poorly for medical-related items | |
Central Square | Non-Food items | Canned Food,
Raw Food, Vegetables, Sugar |
Trades poorly for food-related items | |
Decrepit Squat | Raw Food,
Vegetables, Canned Food |
Nothing. He begs
for food. |
Can be given food for charity. Will show a secret hiding spot if given food. |
Item value
Each item has a value set either on entering a scavenging location, or at the start of the day in Franko's case. Components always have a value of 1. Using Katia to trade allows you to complete a trade if you are offering more value than the trader. Without her, a trader marks up the value of items by approximately 20% varying on the item, the trader, and in game events.
Some item values believed to be constant:
Item | Value | Value2* | Max Stackable | Notes |
---|---|---|---|---|
Ammunition | 3.5 | 7 | 20 | |
Assault Rifle | 38 | 74 | 1 | (est 44 for Franko) |
Bandages | 27.5 | 55 | 2 | |
Book | 1 | 3 | 2 | |
Broken Assault Rifle* | 9 | 20 | 1 | |
Broken Guitar | 11.5 | 20 | 1 | |
Broken Helmet (Damaged) | 7 | 15 | 1 | |
Broken Military Vest (Damaged) | 9? | 20 | 1 | |
Broken Pistol | 8.5 | 15 | 1 | |
Broken Rifle | 8.5 | 1 | ||
Broken Shotgun | 8.5? | 15 | 1 | |
Broken Toy | 3? | 10 | 4 | |
Canned Food | 15 | 30 | 4 | |
Cigarette | 2 | 4 | 10 | |
Clean Water | 1 | 2 | 10 | 0.5 in Summer |
Coffee | 1.5 | 3 | 10 | |
Components | 1 | 2 | 4 | 1.5 in Winter |
Crowbar | 10 | 22 | 1 | |
Electric Parts | 5 | 10 | 4 | |
Fertilizer | 5 | 8 | 4 | |
Filter | 3.5 | 7 | 4 | 1.5 in Winter |
Fuel | 1.5 | 3 | 4 | 2 in Winter |
Guitar | ** | 4 | 2 in Winter | |
Gunpowder | 0.5 | 2 | 20 | |
Hatchet | 20 | 48 | 1 | |
Heat Lamp | 23 | 48 | 4 | |
Helmet | 18 | 45 | 1 | |
Herbal Meds | 21 | 42 | 2 | |
Herbs | 2 | 4 | 4 | |
Homegrown Tobacco* | 2 | 5 | 4 | |
Jewelry* | 12.5 | 25 | 4 | |
Knife* | 16 | 34 | 1 | |
Lock Pick | 5 | 12 | 4 | |
Medications | 32 | 64 | 2 | |
Medicine Ingredients | 8.5 | 15 | 4 | |
Military Vest | 38 | 74 | 1 | (est 44 for Franko) |
Mixer | 23 | 48 | 4 | |
Moonshine | 13.5 | 27 | 1 | |
Parts | 2.5 | 5 | 4 | |
Pistol* | 21 | 43 | 1 | (est 24 for Franko) |
Pure Alcohol | 11.5 | 23 | 4 | |
Quality Roll-Up | 4.5 | 6 | 10 | |
Raw Food | 9 | 18 | 4 | |
Roll-Up Cigarette* | 1 | 2 | 10 | |
Sawblade | 6 | 15 | 4 | |
Scoped Assault Rifle | ** | 74 | 1 | |
Shell Casings | 0.5 | 2 | 20 | |
Shotgun* | 26 | 54 | 1 | |
Shovel | 14 | 29 | 1 | |
Sugar | 1.5 | 3 | 10 | |
Thermo Regulator | 23 | 48 | 4 | |
Tobacco | 5 | 10 | 4 | |
Vegetables | 9 | 18 | 4 | |
Weapon Parts | 2.5 | 5 | 4 | |
Wood | 1.5 | 3 | 2 | 2 in Winter |
Value2* Column - Item base values extracted from game data files
Exploitation
Patched in version 1.3 — the trade value of a tool now decreases with durability:
Items which have durability like Tools, are no difference when sell whether if they were full durability or not. It means selling Tools when they are near out of usage is maximum advantage instead of using them to broken.
Beside of that, it's better to sell nearly broken Hatchet then buy it back if Weapon parts were scarce. The bought hatchet will be refreshed its durability.