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Prices and selling

An item's price starts from its base value. Its condition, the market and the deal change it.

+15%
Retail markup, Normal Mode
+150%
Highest contraband markup
-25%
Best Five Finger Discount

How a price is made

1. Item

Condition and purity. Their percents add up, then apply to the base value.

2. Market

Markups, discounts and store events. Their percents add up, then apply.

3. Deal

Bargains, Blackmail and Threaten. Each one multiplies the price.

Contents are priced on their own and added before the deal step. A bottle's own price takes the market markup.

Guns and printed melee weapons

New
+25%
Excellent
+12%
Good
No change
Fair
-12%
Poor
-25%

Ingot purity

Perfect Purity
+200%
Very High Purity
+50%
High Purity
+25%
Fair Purity
No change
Low Purity
-15%
Very Low Purity
-25%

Water purity

Pure Water
+100%
High-Quality Water
+50%
Basewater
No change
Ghostwater
-33%
Rustwater
-75%
Gutterflow
-90%

Chemical purity

Lab Pure
+135%
Pharma-Grade
+85%
Near Pharma
+40%
Street Standard
No change
Cut Product
-45%
Junk Grade
-75%
Starch Grade
-95%

Wine quality

Master Vintage
+75%
Reserve
+50%
Production Wine
+25%
Homebrew
No change
Bucket Brew
-15%
Undrinkable
-100%

Worn and gifted items

Shabby

-75%. Worn starting gear, some network upgrade parts, animal cages.

Second Hand

-50%. Only Eleanor's SYNC Self-Refilling Neuroactive Perfume.

Stuck module

-75%. A module that cannot be removed.

Free

Worth 0. Gifts from a few story customers.

Rounding

Prices round to whole Credits, an exact half to the even number. No step goes below zero. Buying and selling use the same price.

Related pages

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