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Faction Currency & Economy

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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:

List of the Family Merchants

List of the Lawyers Merchants

  • 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. He is usually located near the entrance.
  • 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. He requires a high reputation with your faction to accept trading.
  • 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. He requires a high reputation with your faction to accept trading.
  • One merchant selling food.
  • One merchant selling drinks.
  • You'll also find a trader accepting all your collectible items and paying them in caps.
  • Finally, you'll find a responsible of the crafting able to provide you kevlar, fuses, oil and such special crafting components, only for caps.


Here are a list of merchants in each faction headquarters.

The Family Merchants


The Lawyer Merchants

Revision as of 02:29, 7 August 2014 by S.T.A.L.K.E.R (Talk | contribs)

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