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Traders

Survivors

Other SAW survivors sit in some lifepods on layers 1 to 8. They trade, talk, rest beside you and fight back when threatened.

Found in lifepods on layers 1 to 8

Each lifepod holds a survivor with the chance set by the Trader chance run setting, otherwise a Lifepod chest.

Experiment, Milky and Dune

The three survivors, each with the same chance to sit in a lifepod. Experiment has 1,000 health, Milky 900 and Dune 1,250.

Sits up to 4 blocks from the middle of the pod

A survivor more than 1.5 blocks off the middle gets a Move button in the trade menu.

Starts talking when you come within 6 blocks

Only while the survivor is on screen and has more than 200 health.

Milky also sells guns and ammunition

Two more items from Small magazine, Rifle magazine and Box of 12-Gauge, and one from Pistol, Rifle and Pump-action shotgun, each placed in a random list and priced at its plain value.

Dune's lists hold 0.66 times as many items

Rounded, after the Trader item amount run setting.

With the Dune survivor, Haggle becomes Friendly bite

Whoever you play. In the game's words, you let the trader bite a small chunk out of either of your extremities in exchange for reputation and value.

Hug needs 100, 115 or 150 reputation

Experiment needs 100, Milky 115 and Dune 150.

Hostile Dune hits hardest

A hostile survivor's hit is multiplied by 1 for Experiment, 0.9 for Milky and 1.3 for Dune.

You pay by giving items

Drag an item onto the survivor. The item is gone and its value is added to Value given, which is then spent on purchases with that survivor.

An item is worth its value times its condition

A magazine counts by how full it is. Liquid inside adds its value per litre, up to 50 in total. The result is rounded.

Three kinds of items are refused

Containers that still hold something, items worth 0, and items bought from a survivor less than 300 s ago.

Each survivor takes 60 value in total

The limit counts every item ever given to that survivor, spent or not, and the value from Friendly bites. An item worth more than what is left only adds the rest; the excess is lost. At 60 the survivor refuses more items.

Three stock lists

Wants to trade (prices x0.7 and more reputation), Indifferent (normal prices) and Prefers to keep (prices x1.5 and no reputation).

2 to 8 items per list

Times the Trader item amount run setting. Each item comes from Medical, Food, Drinks, Tools, Drugs, Containers, Utility or Other, each group with the same chance. The same item can appear twice.

Base price is the item's value with its contents

Liquid an item holds when new adds its value per litre, counting at most 1.5 L of each liquid and up to 50 in total.

Price falls as reputation rises

Price is the base price times the reputation multiplier times the list multiplier, rounded.

The reputation bar fills at 200

It shows reputation between 0 and 200.

Free dressings when you arrive bleeding

If you are bleeding when you meet the survivor, a Dressing is added to the Indifferent list and every dressing costs 0 until your first purchase.

Buying spends Value given

You need Value given of at least the price, and the survivor needs more than 200 health. The item drops at the survivor and goes straight into your inventory.

Each purchase gives Mood +0.75 and INT experience +1

Not for items owed after a successful threat.

Buying raises reputation

+7 for a Wants to trade item and +4 for an Indifferent item, when the price was above 0. Prefers to keep items give nothing.

A failed purchase costs 2 reputation

When your Value given is below the price.

A bought magazine is half to almost full

It holds between half its rounds and one round short of full.

Bought items cannot be given back for 300 s

The survivor ignores them.

Survivors and stock per preset

PresetSurvivor chance per lifepodTrader item amount
Tough33%x1
Relaxed33%x1
Paradise50%x1.25
Desolate10%x3
Unchipped33%x1
Endless33%x1

Price by reputation

ReputationPrice multiplier
02.003
251.741
501.47
751.215
1001
1250.84
1500.719
1750.614
200 or more0.501
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