Editing Trading and item pricing

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An item's value is multiplied by the price modifier when buying, and divided by the modifier when selling, i.e. the smaller the total price modifier the better for the player.
An item's value is multiplied by the price modifier when buying, and divided by the modifier when selling, i.e. the smaller the total price modifier the better for the player.


== Modifiers ==
== Modifiers ==
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A character's [[Persuasion]] value affects prices. Positive values will make prices more favourable (higher when selling, lower when buying) and vice-versa. On [[Difficulty#Explorer|Explorer difficulty]], characters have a higher Persuasion value if they are proficient in Persuasion because the [[proficiency bonus]] is higher on that difficulty. Each Persuasion value point changes the total modifier by 0.1., as detailed below.
A character's [[Persuasion]] value affects prices. Positive values will make prices more favourable (higher when selling, lower when buying) and vice-versa. On [[Difficulty#Explorer|Explorer difficulty]], characters have a higher Persuasion value if they are proficient in Persuasion because the [[proficiency bonus]] is higher on that difficulty. Each Persuasion value point changes the total modifier by 0.1., as detailed below.


: <tt>Persuasion modifier = Persuasion value × 0.1</tt>
: <tt>Persuasion modifier = Persuasion value * 0.1</tt>


=== Game difficulty ===
=== Game difficulty ===
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! Character level !! Bonus (explorer difficulty)
! Character level !! Bonus (explorer difficulty)
|-
|-
| 1 4 || +4
| 1 - 4 || +4
|-
|-
| 5 8 || +5
| 5 - 8 || +5
|-
|-
| 9 12 || +6
| 9 - 12 || +6
|}
|}


==== Tactician difficulty ====
==== Tactician difficulty ====
In Tactician difficulty, the difficulty modifier is &minus;0.5, meaning the total modifier is increased, making it more expensive to buy and lowering the sell price.
In Tactician difficulty, the difficulty modifier is -0.5, meaning the total modifier is increased, making it more expensive to buy and lowering the sell price.


=== Trader attitude ===
=== Trader attitude ===
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A trader's [[Attitude]] score represents how friendly a trader NPC is with a certain character. Each point of Attitude changes the total modifier by 0.005, resulting in a maximum attitude modifier of 0.5 at 100 Attitude.  
A trader's [[Attitude]] score represents how friendly a trader NPC is with a certain character. Each point of Attitude changes the total modifier by 0.005, resulting in a maximum attitude modifier of 0.5 at 100 Attitude.  


: <tt>Attitude modifier = Attitude × 0.005</tt>
: <tt>Attitude modifier = Attitude * 0.005</tt>


[[Attitude]] is visible in the Trading interface under the trader model. Hovering on the meter displays the exact Attitude score. Attitude is per-character, and can be modified by friendly or hostile actions against an NPC. One of easiest ways to gain Attitude is by gifting [[Gold]] or other items to a trader using the Barter interface. The amount of gold required to gain attitude scales depending on the level of the player character.
[[Attitude]] is visible in the Trading interface under the trader model. Hovering on the meter displays the exact Attitude score. Attitude is per-character, and can be modified by friendly or hostile actions against an NPC. One of easiest ways to gain Attitude is by gifting [[Gold]] or other items to a trader using the Barter interface. The amount of gold required to gain attitude scales depending on the level of the player character.
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Assuming you are only looking to buy once from a trader, we can calculate the cutoff above which gifting saves more than the value gifted.
Assuming you are only looking to buy once from a trader, we can calculate the cutoff above which gifting saves more than the value gifted.


: <tt>price reduced per gift value = base value / level modifier × 0.005 > 1</tt>
: <tt>price reduced per gift value = base value / level modifier * 0.005 > 1</tt>


If this value is above 1, every gold gifted is worth more in discounts, so you save by raising attitude to 100.
If this value is above 1, every gold gifted is worth more in discounts, so you save by raising attitude to 100.


: <tt>base value > 200 × level modifier</tt>
: <tt>base value > 200 * level modifier</tt>


For example, at level 4, this cutoff would be 200 × 8 = 1600. If you are buying more than 1600 total base value of items, you actually spend less total gold by gifting 800 gold to raise the trader's attitude to 100 first. Note that this refers to '''base value''' of items, not the price you see at 0 attitude, which is usually more than 2 times the base value (see price modifier at the top of the article).
For example, at level 4, this cutoff would be 200 * 8 = 1600. If you are buying more than 1600 total base value of items, you actually spend less total gold by gifting 800 gold to raise the trader's attitude to 100 first. Note that this refers to '''base value''' of items, not the price you see at 0 attitude, which is usually more than 2 times the base value (see price modifier at the top of the article).


== Talking character ==
== Talking character ==
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