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{{Overviewpagelist|check for=merchants|image=Barter.png}}
{{Games|FO1|FO2|FO3|FNV}}
 
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{{Games|FO1|FO2|FO3|FNV|FOT|FOBOS}}
   
'''Merchants''' (also known as '''vendors''') are the primary source of items and equipment in the world of ''Fallout'', aside from dead enemies. Merchants operate out of either fixed stores or traveling caravans.
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'''Merchants''' (also known as '''vendors''') are the primary source of items and equipment in the world of ''Fallout'', aside from scavenging or looting from dead enemies. Merchants operate out of either fixed stores or traveling caravans.
 
<p style="text-align:right">[[File:Merchant Empire.jpg|frame|Merchants from the Capital Wasteland.]]</p>
 
   
 
==Background==
 
==Background==
  +
Merchants usually specialize in a certain area such as weapons and ammunition, food, armor and clothing, etc. but some merchants (often times scavengers or traveling merchants) carry all sorts of items.
The stories for each merchant are unique. These stories can often be accessed through direct dialogue. Merchants often gather their wares by scavenging the wastes or by trading.
 
   
 
==Interactions with the player character==
 
==Interactions with the player character==
Some merchants offer medical aid, rent beds, repair equipment, or even sell information (ex. [[Moriarty|Colin Moriarty]]). To discover which of these are available, the player needs to interact with each using dialogue choices. Merchants may also give discounts to the player as a result of karma, or sometimes in return for personal favors.
+
Some merchants offer medical aid, rent beds, repair equipment, or even sell information (ex. [[Colin Moriarty]]). To discover which of these are available, the player needs to interact with each using dialogue choices. Merchants may also give discounts to the player as a result of Karma, perks, or sometimes in return for personal favors.
 
===Effects of player actions===
 
* Killing a merchant gives the player access to the store's wares through a key or directly on the body, but you won't ever be able to buy from the merchant again.
 
 
==''Fallout'' and ''Fallout 2''==
 
Most non-player characters can be [[barter]]ed with. In addition, almost all friendly towns have 1 or more merchants with a substantial and replenishing selection of items for sale and a large amount of caps. The general store is the most basic shop and can be found in most settlements. Doctors sell medical supplies and are also present in most towns. Weapons and Armor merchants can be found in larger settlements such as the Hub and San Francisco. In both Fallout 1 and 2, the further south they are the better stocked they tend to be. The Gun Runners have the most advanced weapons in Fallout 1 while the stores in San Francisco have the most extensive inventory in Fallout 2. Shops specializing in other wares can be found.
 
 
===Merchant groups and shops in the original ''Fallout''===
 
{{Columns|3|
 
* [[Crimson Caravan]]
 
* [[Far Go Traders]]
 
* [[Water Merchants]]
 
* [[Caravan merchant]]
 
* Vault 13 Medic
 
* [[Razlo]]
 
* Darkwater's
 
* Gizmo's
 
* [[Doc Morbid]]
 
* Hub General Store
 
* [[Library]]
 
* Iguana Bob's
 
* Beth's Gun Store
 
* [[Maltese Falcon]]
 
* Old Town Arms Dealer
 
* [[Vance (Fallout)|Vance]] (drug dealer)
 
* [[Thorndyke]] (healer)
 
* Brotherhood Doctor
 
* Tine's General Store
 
* The Gun Runners
 
* Cathedral Gift Shop
 
* [[Dr. Wu]]
 
}}
 
 
===Merchant groups in Fallout 2===
 
* [[Caravan merchant]]
 
 
==''Fallout 3''==
 
[[File:Caravan Routes.png|thumb|250px|Merchant caravan routes.]]In addition to general stores and medical doctors, most towns also have a food vendor/bartender as well as one person who can repair items. Clothes shops can be found in richer settlements. Weapons/Armor shops are found in Rivet City, Megaton, the Citadel, and Paradise Falls. Rivet City also has a dedicated chem dealer.
 
 
There are four caravans traveling the DC Wastes, with one dedicated to food/chems, another to weapons, a third to armor, and the last to junk items. They can be invested in to improve their selection and repair skills by talking to [[Uncle Roe]] in [[Canterbury Commons]], but they are still vulnerable to attack. In addition to the caravans, wastelanders can be found who will sell random items or sometimes rare items. Some special encounters with doctors, chem vendors, and hunters (food vendors) are also possible. Inventories will scale by level but certain advanced items like advanced power armor and plasma weapons remain unavailable. Prices, aside from discounts, appear to be constant across stores.
 
 
Merchants have a new inventory after a period of three days, and then again after a period of four days, in order to correspond with the length of a week. The inventories update at 12:00 AM the day of, although which days these updates occur vary from player to player. If you come across one of the merchants' keys, you can go to Uncle Roe's room and unlock the merchant's supply, taking what you want.
 
 
If you are intending to kill a merchant and take their stock, it is advisable to have them repair all your items first (if they can repair). All the caps spent on repairing items will appear in the merchant's inventory, so you get not only their stock but free repairs too.
 
 
===Stores and merchants===
 
'''Note:''' They will not be affected by [[SPECIAL]] bonuses on equipment or items given to them.<br />
 
'''Note:''' See [[Barter]] for a list of all available store discounts.
 
 
{| class="va-table"
 
! Location
 
! Shops and merchants
 
 
|-
 
| [[Megaton]]
 
|
 
[[Craterside Supply]] Weapons, Ammunition, Armor and Misc
 
[[Moriarty's saloon]] Food, Alcohol and Hotel
 
[[Brass Lantern]] Food and Alcohol
 
[[Megaton clinic]] Medical
 
[[Leo Stahl]] Chems, requires dialogue
 
 
|-
 
| [[Tenpenny Tower]]
 
|
 
[[Boutique Le Chic]] Weapons, Ammunition, Armor and Misc
 
[[New Urban Apparel]] Armor
 
[[Cafe Beau Monde]] Food
 
[[Federalist Lounge]] Alcohol
 
[[Gustavo]] Weapons, Ammunition and Armor
 
 
|-
 
| [[Rivet City]]
 
|
 
[[Rivet City Supply]] Weapons, Ammunition, Armor and Misc
 
[[Flak 'N Shrapnel's]] Weapons and Ammunition
 
[[Gary's Galley]] Food and Alcohol
 
[[Potomac Attire]] Armor
 
[[A Quick Fix]] Chems and Alcohol
 
[[Rivet City Clinic]] Medical
 
[[Weatherly Hotel]] Food and Hotel
 
[[Muddy Rudder]] Alcohol
 
 
|-
 
| [[Underworld]]
 
|
 
[[Underworld Outfitters]] Weapons, Ammunition and Armor
 
[[The Ninth Circle]] Alcohol and Chems
 
[[Carol's Place]] Food and Hotel
 
[[The Chop Shop]] Medical
 
 
|-
 
| [[Citadel]]
 
|
 
[[Knight Captain Durga]] Weapons, Ammunition and Armor
 
[[Sawbones (robot)|Sawbones]] Medical
 
 
|-
 
| [[Little Lamplight]]
 
|
 
[[Souvenir shop]] Misc
 
[[Lamplight Clinic]] Medical
 
[[Spelunkers]] Food
 
 
|-
 
| [[Paradise Falls]]
 
|
 
[[Lock and Load]] Weapons and Ammunition
 
[[Cutter|Cutter's]] Medical
 
[[Grouse]] Mesmetron ammunition only
 
 
|-
 
| [[Evergreen Mills Bazaar]]
 
|
 
[[Smiling Jack]] Weapons, Ammunition, Armor and Misc
 
 
|-
 
| [[Wilhelm's Wharf]]
 
|
 
[[Grandma Sparkle]] Food
 
 
|-
 
| [[Big Town]]
 
|
 
[[Red's Clinic]] Medical
 
 
|-
 
| [[Canterbury Commons]]
 
|
 
[[Porter's Cafe]] Food
 
 
|-
 
| [[Meresti Metro Station|Meresti Station]]
 
|
 
[[Karl (Fallout 3)|Karl]] Weapons, Ammunition, Armor and Misc
 
|}
 
 
==Caravan merchants==
 
Caravan merchants are roving salesmen that carry goods across the wasteland. They travel accompanied with a single armed Caravan Guard (equipped with an assault rifle and leather armor) and a pack [[brahmin]].
 
 
In the [[Capital Wasteland]], [[Crazy Wolfgang]], [[Crow]], [[Doc Hoff]], and [[Lucky Harith]] can be found along their trade routes, peddling their wares at various settlements and lone residents. Each merchant specializes in a specific category of item and offers repair services (initial [[Repair]] skill 15, more after an investment - see below). Attacking any caravan merchant will result in all caravan merchants refusing to trade with you.
 
 
===Merchant overview===
 
'''Note:''' "Max Repair skill" and "Repairs to a max of" refer to abilities of merchants after full investment (see "Caravan investment" below).<br />
 
'''Note:''' They will not be affected by [[SPECIAL]] bonuses on equipment or items given to them.
 
{| class="va-table sortable"
 
 
|-align="left"
 
! Merchant
 
! Goods sold
 
! [[Schematics]] sold
 
! Base [[Repair]] skill
 
! Max Repair skill
 
! Repairs to a max of:
 
 
|-
 
| [[Crazy Wolfgang]]
 
| [[:Category:Fallout 3 items|Junk]]
 
| [[Schematics - Rock-It Launcher]]
 
| 15
 
| 75
 
| 85%
 
 
|-
 
| [[Crow]]
 
| [[Fallout 3 armor and clothing|Armor]]
 
| -
 
| 15
 
| 65
 
| 79%
 
 
|-
 
| [[Doc Hoff]]
 
| [[Fallout 3 consumables#Drugs|Chems]]
 
| [[Schematics - Nuka grenade]]
 
| 15
 
| 65
 
| 79%
 
 
|-
 
| [[Lucky Harith]]
 
| [[Fallout 3 weapons|Weapons]] & [[:Category:Fallout 3 ammunition|Ammunition]]
 
| [[Schematics - Shishkebab]]
 
| 15 + 5 from outfit
 
| 65 + 5 from outfit
 
| 82%
 
|}
 
 
===Caravan guard overview===
 
{{Main|Caravan Guard (Fallout 3)}}
 
All Caravan Guards are equipped with [[Assault rifle (Fallout 3)|R91 assault rifle]]s and [[Leather armor (Fallout 3)|leather armor]]. They are significantly better combatants than most other human non-player characters, and are roughly on par with an [[Fallout 3 Companions|non-player character companion]] or [[super mutant master]] in terms of durability.
 
 
{{clear}}
 
 
===Caravan investment===
 
{{main|Merchant Empire}}
 
[[Uncle Roe]], in [[Canterbury Commons]], offers the [[Lone Wanderer|player]] a map showing the paths of the merchants and their various trade stops. He also offers the option of investing (200 and 500 caps, 100 and 250 with the [[Master Trader]] perk) in any of the caravans. Investing in a caravan allows that merchant to sell a wider variety and higher quality of items. It also raises their repair skill (to a maximum of Repair skill 85 with the second investment), allowing them to restore your gear to near perfect condition, and increases the number of caps they have available.
 
 
===Caravan routes===
 
[[Image:Caravan Routes.png|thumb|Caravans' route]]
 
Each caravan follows the same route across the wastelands. They often use roads even though the roads are dilapidated. In order of travel, the merchants stop just outside each of the following areas:
 
* [[Canterbury Commons]]
 
* [[Temple of the Union]]
 
* [[Agatha's House]]
 
* [[Paradise Falls]]
 
* [[Arefu]]
 
* [[Evergreen Mills]]
 
* [[Megaton]]
 
* [[Rivet City]]
 
 
The merchants cycle through the caravan waypoints in the same order: Doc Hoff, Crazy Wolfgang, Crow, then Lucky Harith. They move around the game world at different rates depending on whether time passes in real (game)-time or wait-time. For example, if you're looking at Doc Hoff and use the Wait feature to jump ahead 2–3 hours, Crazy Wolfgang will be there instead. However, if you don't use the Wait feature and actually stand there, in real (game)-time, no one will appear for the next 5+ hours.
 
 
If you are outside one of the regular stop points ([[Megaton]], [[Rivet City]], etc.) and the merchant you want is not there, use the Wait feature to jump ahead 1–2 hours. This will force the next merchant in line to appear.
 
 
Even if the caravan owner and bodyguard are dead, the pack brahmin will still follow the trade route. Unfortunately, this is of no help, as the brahmin offers no interaction options. Even if the key to the merchant's inventory is looted from his body, the dead merchant's inventory will never restock.
 
 
If you like a certain caravan merchant, you can wait for three days for the merchant to re-stock their inventory, and that same merchant will still be there (excludes Sundays).
 
 
===Caravan death and injury===
 
Caravan merchants have somewhat more health than standard non-player characters, and their caravan guard bodyguards are significantly tougher than normal, with durability almost on par with a [[super mutant master]] even wearing their basic leather armor. Both the merchants and their guards also carry a couple stimpaks for healing wounds in combat. Pack brahmin have a unique amount of health, considerably more than a regular brahmin.
 
 
Nonetheless, caravan merchants are still susceptible to death due to the dangers of their routes: [[deathclaw]]s, [[yao guai]], [[Enclave soldier]]s, [[raiders]] and [[Vault 87 super mutant|super mutant]]s. Although the merchants usually slip by the danger if the player is not in the area, caravans may be attacked any time they are in the same area or cell as the player—regardless of whether they are visible or not. Certain areas of the route are extremely dangerous, for example the route from Megaton to Rivet City goes past Arlington Library and the Citadel, through Central DC, and across the [[Vault 87 super mutant|super mutant]]-infested bridge across the pipes leading into [[Jefferson Memorial]].
 
As the player progresses along the main quest and achieves higher levels, the more powerful monsters will take a toll on the caravan merchants. The [[Enclave]] will establish camps directly on the caravan route or near enough to produce an encounter, which will pose a problem if the Merchant approaches the camp while you are in the area. Late in the game, it is not uncommon to see a lone merchant without either their pack brahmin or guard. Caravan merchants do not recover health and once they or their guards die, they do not respawn.
 
* Because of this transient nature, it is advisable to consider the caravan a temporary system meant to be used early in the game.
 
* Early in the game, [[Talon Company merc]]s may spawn near the [[Temple of the Union]]. They can make quick work of the caravans, leading to a very premature caravan end. If you want to keep the caravans alive, you will want to kill the Talon Company mercs.
 
* If you see a caravan near an unsafe place, try fast-traveling away or eliminating the threat. See below for passive techniques to protect these characters.
 
* If a caravaneer dies and you take the key to his brahmin off of his corpse, and then subsequently loot the brahmin, it will say at the end of the game that you killed the merchant, whether or not you actually caused the merchant's death.
 
 
You can check to see if a Merchant is dead by talking with [[Uncle Roe]] and asking to invest. You cannot invest in a dead Merchant. Any surviving bodyguard will hang around Uncle Roe's house in Canterbury Commons. A dead pack brahmin, however, has been known to respawn. If the caravan merchant's brahmin survived, you may still encounter it fully stocked wandering the Wasteland.
 
 
On the PC you can recover the merchant using the console. See [[Recovering missing non-player character in Fallout 3]] for details on how. However the guard and brahmin seem to exhibit AI-problems when recalled if the merchant has died once before. They will run ahead of the merchant rather than follow him around, and will get themselves killed again in seconds. Alternatively, on the PC you can set the merchants and their party to unkillable using the console command {{console|command=setessential ''BaseID'' 1}} for each of the three entities in each party. Each merchant's BaseID and those of his followers can be looked up on the [[Form_ID#Wastelands_Trader|Form ID]] Page.
 
 
===Increasing caravan survivability===
 
You may be able to stave off the demise of a caravan merchant by placing (reverse pickpocket) better armor, weapons, ammunition and [[stimpak]]s on them and their bodyguard. You should have a decent [[Sneak]] skill in order to add items without being detected very often, or use a [[Stealth Boy (Fallout 3)|Stealth Boy]] to help as well as clothing that adds to [[Agility]] to make the process easier. Save before you attempt to place anything, because a pickpocket failure will cause them to turn hostile. Assuming you do this at [[Megaton]], after you place armor or weapons on them you should go into Megaton through the door, turn around and come back out to see whether or not they have equipped the new armor or weapon. The stats and/or condition of the new weapon or armor will likely need to be higher than what they currently have before they will equip it.
 
* Karma loss is 'per transaction', so be prepared for a significant karmic disruption if good-aligned.
 
* Consider keeping the weapon class the same as what they already have equipped in order to ensure that the weapon will be useful to them. They all seem to use [[Small Guns]] class weapons so you can give them a [[Chinese assault rifle]] that is fully repaired instead of a weapon that uses [[Big Guns]] or [[Energy Weapons]] because their Small Guns skill may be higher than the other skills.
 
* The [[railway rifle]] works well with its long range, improved limb damage and +30 critical. The unique sound can also alert you when they are near and could use some backup. Unlike you, they only need one spike for ammunition to replenish itself, so availability is not an issue.
 
* While Crazy Wolfgang and Crow are only skilled in Small Guns, Lucky Harith is skilled in both Small Guns and Energy Weapons, and can use a [[Plasma rifle (Fallout 3)|plasma rifle]] very effectively. Doc Hoff has no tagged combat skills other than Melee Weapons, but giving him a melee weapon may cause him to rush at enemies, making him more susceptible to damage.
 
* While the merchants are generally only skilled in Small Guns, their bodyguards have 100 [[Big Guns]] skill, and can effectively use a [[Minigun (Fallout 3)|minigun]] or [[Gatling laser (Fallout 3)|Gatling laser]]. (Confirmed on Xbox 360, unknown to PC and PS3)
 
* Backup weapons can be useful for the times that a weapon is knocked out of their hands. They will still have the one that they were using previously, but remember that their old weapon is in need of repair and not as good as one you can give them.
 
* If you place a weapon that uses different ammunition, you must also place 1 round of ammunition for that weapon, but that's all they need because they will never use it up.
 
* You will lose some [[Karma]] (5 points per item placed), however, it may be worth it; and Karma can be gained easily (you can always give [[purified water]] to one of the beggars outside of Megaton, [[Tenpenny Tower]] or Rivet City).
 
* The caravan merchants can wear [[Power armor (Fallout 3)|power armor]].
 
* Attempting to place [[Frag grenade (Fallout 3)|grenade]]s or [[Frag mine (Fallout 3)|frag mine]]s will kill them ([[General Stats|Pants Exploded]]).
 
* In the case of Lucky Harith, if you place other armor on him his repair skill will decrease by 5, as he gets a bonus from the [[Red Racer jumpsuit]] he is wearing. The other caravan merchants have different bonuses that do not affect their repair skill (Crazy Wolfgang's normal clothing confers a +5 to barter).
 
* Wolfgang's and Hoff's repair skills can be improved by another 5 points by reverse-pickpocketing a [[Red Racer jumpsuit]] or [[RobCo jumpsuit]] with better than 75% condition. Even better is the [[workman's coveralls]], which raises repair by 10.
 
* On the PC you can use console commands to give them items. See [[Fallout 3 console commands]]. The commands are the same as those for the player, but instead of using {{console|command=player.[command]}} syntax, simply click on them and type the command or, alternatively, use PRID + RefID (the same as clicking on them). '''PC only!!'''
 
* If you plan on giving [[Crow]] a different weapon, it must be a weapon outside of the [[Small Guns]] skill such as the [[Minigun (Fallout 3)|minigun]] or a [[Gatling laser (Fallout 3)|Gatling laser]] as he won't equip any other small gun. But Crow is only skilled in small guns, in terms of an offensive skill, so either give him a better conditioned [[scoped .44 magnum]], more [[.44 round, magnum (Fallout 3)|.44 magnum rounds]], or both along with better armor and some [[stimpak]]s.
 
 
==Bugs==
 
* In some cases, the merchants will all stop moving along their routes. This appears to last the entire game, and does not prevent the player from trading with them if they can be found. While the player can no longer wait for the merchant they want, the advantage is that they will no longer have to pass enemy camps, greatly increasing the chance that the merchants will survive.
 
** This bug was fixed at least once, on the 360, by finding the location of every merchant, then fast traveling rapidly between them and then to other areas (as quickly as possible). Eventually the merchants began to rotate through their routes again.
 
** {{Platforms|xbox360}} Another way to fix this bug is to meet [[Ben Canning]] and give him water. After 1–2 hours he will leave and take the same route as the merchants, thus unlocking all the subsequent caravans. On the other hand, if you don't want this bug to be fixed, don't talk to him and leave him alone.
 
* After installing the 1.4 patch and starting a new game, the merchants seem to appear alone without a guard or brahmin escort.
 
* {{Platforms|xbox360}} When a caravan merchant is traveling alone, without a guard or brahmin, it may be a bug where the guard and/or brahmin is too far away from the caravan to spawn with it when the player waits outside of a city. In order to fix this simply run up to the caravan and wait for him to greet you. In the middle of the greeting click wait, then wait for 24 hours or so. The caravan guard and or brahmin should now be with the merchant and will travel and spawn with him.
 
 
==Notes==
 
* If you kill a merchant and loot the key, everything you could buy from him/her is located in their local inventory.
 
* If you kill a caravan merchant and loot the key, their inventory is at Uncle Roe's house in Canterbury Commons, and can be taken.
 
* While merchants are neutral towards the player unless antagonized, they will not drop ears (see [[Contract Killer]] for more details).
 
* Merchants can make fairly deadly foes at early levels due to the pets they occasionally have. Scavenger's yao guai can be just as lethal as a regular wasteland yao guai. It is not recommended that a low-level character attack one for his merchandise.
 
* The Canterbury Commons merchants can have their inventories improved by investing in each one's caravan through Uncle Roe in Canterbury Commons. Their wares will become cheaper and all items will be in better condition. They will carry better weapons and clothing, more chems and stimpaks, and more miscellaneous items that can be used with the workbench (see [[Merchant Empire]]).
 
* If you kill a merchant and loot the key, you can pickpocket the pack brahmin and take the merchant's inventory from the brahmin.
 
 
==''Fallout: New Vegas''==
 
===Stores and merchants in ''Fallout: New Vegas''===
 
{| class="va-table"
 
! Location
 
! Shops and merchants
 
 
|-
 
| [[188 Trading Post]]
 
| [[Alexander]] (weapons, weapon mods, ammunition) , [[Arms merchant]] (weapons, weapon mods, ammunition), [[Michelle Kerr]] (food) , [[Samuel Kerr]] (food)
 
 
|-
 
| [[Boulder City]]
 
| [[Ike]] (alcohol)
 
 
|-
 
| [[Camp McCarran]]
 
| [[Daniel Contreras]] (weapons, ammunition), [[Kemp]] (medical supplies), [[William Farber]] (food)
 
 
|-
 
| [[Camp Forlorn Hope]]
 
| [[Mayes]] (misc), [[Alex Richards]] (medical supplies)
 
 
|-
 
| [[Crimson Caravan Company]]
 
| [[Blake (Fallout: New Vegas)|Blake]] (weapons, weapon mods, ammunition, misc.)
 
 
|-
 
| [[Divide|The Divide]] {{icon|FNVLR|link=Lonesome Road (add-on)}}
 
| Several [[Commissary terminal]]s, with one shared inventory (weapons, armor, ammunition, weapon mods, consumables, medical supplies)
 
 
|-
 
| [[Freeside]]
 
| |[[Dixon (Fallout: New Vegas)|Dixon]] (chems), [[Francine Garret]] (drinks), [[Gloria Van Graff]] (energy weapons), [[James Garret]] (drinks), [[Julie Farkas]] (medical supplies, magazines), [[Mick & Ralph's]] (weapons, ammunition, consumables), [[Genaro]] (Food)
 
 
|-
 
| [[Fortification Hill]]
 
| [[Dale Barton]] (consumables, misc.)
 
 
|-
 
| [[Goodsprings]]
 
| [[Chet (Fallout: New Vegas)|Chet]] (weapons, armor, ammunition), [[Mitchell]] (medical supplies), [[Trudy]] (consumables)
 
 
|-
 
| [[Gibson Scrap Yard]]
 
| [[Old Lady Gibson]] (misc)
 
 
|-
 
| [[Grub n' Gulp Rest Stop]]
 
| [[Fitz]] (food), [[Lupe]] (water)
 
 
|-
 
| [[Gun Runners (Fallout: New Vegas)|Gun Runners]]
 
| [[Vendortron]] (weapons, armor, ammunition)
 
 
|-
 
| [[Jacobstown]]
 
| [[Calamity]] (medical supplies)
 
 
|-
 
| [[Hidden Valley bunker]]
 
| [[Torres]] (weapons, armor, ammunition), [[Linda Schuler]] (medical supplies)ical supp
 
 
|-
 
| [[Hoover Dam Offices]]
 
| [[Bardon]] (weapons, armor, ammunition)
 
 
|-
 
| [[Mojave Outpost]]
 
| [[Lacey]] (weapons, ammunition, aid)
 
 
|-
 
| [[NCR Correctional Facility]]
 
| [[Carter (Fallout: New Vegas)|Carter]] (weapons, ammunition, food) [[Hannigan]] (medical supplies)
 
 
|-
 
| [[Nellis Hangars]]
 
| [[Boomer Munitions Manager]] (ordnance), [[Argyll]] (medical supplies), [[Boomer chef]] (food)
 
 
|-
 
| [[New Vegas Medical Clinic]]
 
| [[Usanagi]] (medical supplies)
 
 
|-
 
| [[Novac]]
 
| [[Cliff Briscoe]] (guns, ammunition, misc), [[Ada Straus]] (medical supplies)
 
 
|-
 
| [[Primm]]
 
| [[Johnson Nash]] (weapons, ammunition, armor, misc.)
 
 
|-
 
| [[Red Rock Canyon]]
 
| [[Great Khan armorer]] (weapons, ammuntion, armor), [[Jack (Great Khans)|Jack]] (chems)
 
 
|-
 
| [[The Sink]] {{icon|FNVOWB|link=Old World Blues (add-on)}}
 
| [[Sink Central Intelligence Unit]] (weapons, ammunition, armor, medical supplies, misc.)
 
 
|-
 
| [[Sloan]]
 
| [[Jas Wilkins]] (food)
 
 
|-
 
| [[The Strip]]
 
| |[[Holdout]] (weapons), [[Street vendor|Street Vendor]] (consumables), [[Gomorrah]] Bartender (chems, alcohol), [[White Glove]] food supplier (consumables), White Glove Bartender (alcohol)
 
 
|-
 
| [[Westside]]
 
| [[Clayton Etienne]] (food, magazines), [[Klamath Bob's Liquor Store]] (alcohol), [[Miguel's Pawn Shop]] (weapons, ammunition, misc)
 
 
|-
 
| [[Zion Canyon]] {{icon|FNVHH|link=Honest Hearts}}
 
| [[Joshua Graham]] (weapons, ammunition, medicine), [[Daniel (Honest Hearts)|Daniel]] (medicine) (Speech check of 40 required)
 
|
 
 
|-
 
| [[Traveling Merchants]]
 
| [[Novac]] (weapons, food, misc) (Male Merchant may get stuck at posidon gas station. will not restock), [[Novac]] (weapons, food, misc) (Female merchant), [[Camp McCarran]] (check across the street from main entrance)
 
|}
 
   
  +
===Effects of player's actions===
See also [[:Category:Fallout: New Vegas merchants|Fallout: New Vegas merchants]]
 
  +
* Killing a merchant gives the player access to the store's wares through a key or directly on the body, however this is not always the case as often they will just have default loot. Furthermore the player will no longer be able to purchase from the merchant again.
   
  +
[[Category:Merchants]]
===Merchant Stock===
 
Due to a recent update, the Fallout: New Vegas merchants restock their inventory every 4 days, instead of the previous 3. If you need to buy or sell more things, just wait four days and return to the merchant once that time has passed.
 
   
  +
[[ru:Торговцы]]
[[Category:Fallout setting]]
 

Revision as of 10:42, 20 December 2015

Overviews per game
Barter
 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-FOBOS
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-FOBOS

Merchants (also known as vendors) are the primary source of items and equipment in the world of Fallout, aside from scavenging or looting from dead enemies. Merchants operate out of either fixed stores or traveling caravans.

Background

Merchants usually specialize in a certain area such as weapons and ammunition, food, armor and clothing, etc. but some merchants (often times scavengers or traveling merchants) carry all sorts of items.

Interactions with the player character

Some merchants offer medical aid, rent beds, repair equipment, or even sell information (ex. Colin Moriarty). To discover which of these are available, the player needs to interact with each using dialogue choices. Merchants may also give discounts to the player as a result of Karma, perks, or sometimes in return for personal favors.

Effects of player's actions

  • Killing a merchant gives the player access to the store's wares through a key or directly on the body, however this is not always the case as often they will just have default loot. Furthermore the player will no longer be able to purchase from the merchant again.