Vendors

Trades
Vendor can trade only goods from his inventory. Some of them can be only bought, only sold or both bought and sold.

Money
There are three things which alter vendor's money:


 * Trading with Keeper
 * Daily, vendor specific constant profit
 * Daily trading with the global market

Constant profit and trading with the global market happens at the end of every day.

Trading with global market
At the end of every day game simulates vendors interaction with the global market. They buy deficient and sell surplus goods, it is defined by good's base quantity.

Vendor will trade with the global market if good's quantity is not within +-5% of base quantity. Example: Farmer's flour base quantity is 100, he will trade flour with the global market if flour quantity is less than 95 or more than 105.

Vendor will sell to the global market if good's quantity is greater than base quantity + 5%. He will sell 5% of good's quantity rounded up. Example:


 * Farmer has 104 flours, he will not sell flour to the the global market.
 * Farmer has 106 flours, he will sell 6 flours to the the global market.
 * Farmer has 201 flours, he will sell 11 flours to the the global market.

Similar with buying from the global market.

Optimal Trading with vendor
Due to the nature of vendor's interactions with the global market daily demand for specific good will vary. It will vary even more with longer time periods. However, it is possible to calculate minimum daily demand and use it for calculations for longer time periods. Example: Farmer's flour base quantity is 100, daily demand for flour will be 5% rounded up, it is 5 flours per day.

Horadric

 * Will not buy back the Teleportstone.
 * Will not buy any mead or gold-quality beer, despite an apparent interest.
 * The price of Burial Certificates will not deflate.

Krezvold

 * Will not buy back the whetstone, cauldron, steel sword, or any chisels.
 * The condition of tools will not affect price or subsequent cost. (even 0%)
 * Will not buy related oddities, such as metal scrap or bloody nails.
 * Will not buy any weapons or armor, except for the rusty sword.
 * Will not buy any high-tier tools, except for the shovel II. (see Cory and Tress)

Shepherd

 * Will not buy back peat.
 * After selling 149 units of plant matter, it devalues to.
 * Will not buy related oddities, such as maggots or processed fertilizer.

Lighthouse Keeper

 * Will not buy back either lure, any fish fillets, or the excellent rod.
 * Will not buy any insect-bait, despite having an apparent interest in both the moth and maggot.
 * Selling crucians is ill-advised, as the precious metals gained from processing them are much more valuable.
 * Selling goldfish is particularly profitable, as odds are to catch one fish per two lures; net profit of plus 19x tuna.

Episcop

 * Will not buy back their inventory, except at Tier III.
 * Will not buy related oddities, such as paper products, beeswax, or hemp rope.
 * Selling most sermons is ill-advised, as the requisite materials can be sold for more elsewhere. (see Astrologer)

Ms. Charm

 * Selling jewelry is ill-advised, unless the player is certain they no longer need faceted diamonds.
 * Purchasing the requisite materials results in a net loss. (see Merchant)


 * Despite being able to buy perfume, she is the only known source. (Church workbench bug?)
 * It also has no known application, other than a previous quest of hers.

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