Few items are an exception, having a unique base value (i.e. The base value is typically a low amount, which varies depending on the type of the item. Conversely, the value of equippable items, including weapons, accessories, clothing, armor, and shields is calculated dynamically using:īaseValue + (anvils * itemModCost * twoHandedMultiplier) Non-equippable items, including consumables, gems, plants, monster parts, tools, etc. #PILLARS OF ETERNITY WHITE MARCH DRIUD INTERACTIONS FULL#Gems are the exception, and can be sold to stores at their full value. The sell value is always shown in the inspect window of an item, while the buy value is only shown in the store interface. This value is multiplied by the vendor rates to determine how much you pay or receive. Killing a vendor will not cause them to drop this money either.Īll items have a base value. However, despite still existing in the current version of the both games, this amount does not actually influence or limit transactions in any way. poor characters won't be able to buy expensive goods from you until they have enough money to do so). 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. 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. Note: This is cut content, and was likely scrapped during developmentĮvery store has an initial amount of funds they have to do trading with. 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. For example Hendyna in Dyrford Village will change the items she stocks depending on the outcome of Nest Egg. Some stores have multiple regeneration lists that are picked depending on the value of a global variable. In this way, items in a regeneration list always supercede items in the fixed inventory. 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. 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. The store is first generated when the player opens the interface. Regeneration lists are analogous to a store restocking its goods. #PILLARS OF ETERNITY WHITE MARCH DRIUD INTERACTIONS SERIES#This list defines a series of items, each with a chance it will appear, and a range specifying the amount able to be generated. While most stores have a fixed inventory, a subset of the items that a store carries are determined based on a regeneration list. 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). 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). Stores in Deadfire will often have one or more nearby containers containing a subset of the items sold by the vendor. Typically, items are sold to vendors at a depreciated value, and are bought at an appreciated value. 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.Įvery item has a monetary value, which is summed in the transaction to determine how much you pay or receive. Stores are used to buy and sell items between the party and the vendor. 4.2 In Pillars of Eternity II: Deadfire.3.3.2 In Pillars of Eternity II: Deadfire.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |