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Bottle of Water Purification Tablets

Category
Household GoodWater Purification Supply
Contraband level
Legal
Base value
1 creditThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

A small bottle of tablets used to purify water.

Inventory shape

1 × 3 cells · 3 occupied cells

How to get

Quick summary

Vendors

Retired Chemist

Retired Chemist

Sells goods when visiting your shop

First visit

Visits your shop

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—
Retired Farmer

Retired Farmer

Sells goods when visiting your shop

First visit

Visits your shop

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—

Retired Water Merchant

Sells goods when visiting your shop

Visits your shop

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—
Frequency
Usuallyper visit
Quantity
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Visits your shop

  • If you chose Skip Intro · On day 1
  • If you didn't choose Skip Intro · On days 3, 7, 10, and 12

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Sometimesper visit
Quantity
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—

Petty Thief

Sells goods when visiting your shop

Visits your shop

  • While you have Safe Hands

Attracted by your Display Case

Random visitor

Notes

  • Waits at least 2 days before visiting again
Frequency
sometimes
Higher reputation with Black Market makes it more likely
One item from the pool
per drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 10% off
Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Notes

  • Shares its sign with another supplier: the higher your reputation with Lower Levels, the more often this one comes; the higher your reputation with Black Market, the more often the other does
  • Waits at least 1 day before visiting again
Frequency
sometimes; more likely the higher your reputation with Lower Levels, and still possible when it is low
per visit
Quantity
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—
Supplier (Supply Runner)

Supplier (Supply Runner)

Sells goods when visiting your shop

Name shown in the shop: Supplier (first visit), Supply Runner (from the second visit)

Visits your shop

  • On day 7
  • Not on day 7 · On Sundays

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
Price

Vendor price

Price +50%

Any of the following

  • On Price Gouge difficulty
  • On Mark Up difficulty
Price +100%
On Thin Margins difficulty
Price +150%
On Red Ink difficulty
Conditions

Story scenes

Eleanor

Eleanor

She plans to pay an investigator and sells scavenged stock toward the required savings.

When

  • At least 4 days after the scheduled first scavenged-goods sale visit. The investigation-plan conversation has not happened yet. You have helped her with food or drink at least 1 time. She has not been arrested. The first scavenged-goods sale has a scheduled date. Earliest possible day: 35
Frequency
Sometimesper visit
Quantity
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
Eleanor

Eleanor

She returns with another randomly generated stock while saving for the investigation.

When

  • At least 4 days after the later of the investigation-plan conversation and the latest scavenged-goods sale visit. Only after the investigation-plan conversation. Her investigation fund is below 800 credits. She has not been arrested. If one of her earlier visits (investigation plan) is also due that day, that one comes instead. Earliest possible day: 39
Frequency
Sometimesper visit
Quantity
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"

Network upgrades

Other sources

Dumping Ground

Scavenge for random loot and bonus finds. Injury or bad luck can leave an attempt empty.

Availability and notes

  • Close the shop and unlock night outings. An outing must remain; serious wounds, a crackdown or recovery required by Agoraphobia prevent travel.
  • Maimed prevents access. The location must also be open.
  • When The Butcher is hunting you, select a backpack containing a gun.
  • Without Skip Intro, night outings are introduced on day 2; with Skip Intro they are available from the start.
  • Start with 5 scavenge attempts per arrival: add 2 with Proficient Scavenger, subtract 2 with Careful Scavenger, then apply the rounded event adjustment; the minimum is 0.
  • With Degenerative Osteoarthritis, you lose one attempt per week after the first week. If the count before event adjustments falls below 3, you cannot scavenge.
  • A fresh wound prevents scavenging. Every attempt uses up one attempt, whatever the result; the count resets on arrival.
  • Without Skip Intro, early scavenge attempts skip minor-wound rolls for a while and major-wound rolls even longer. With Skip Intro there is no such protection.
  • Fresh Dump lasts 1 day each Wednesday: the rubbish-group weight is multiplied by 0.5, and injury chances by 1.25. Other loot groups are rebalanced.
  • Georgio's Assistance adds 5 scavenge attempts and prevents injuries. Paid help lasts 3 days; its daily random-start chance is 0%.
  • Lucky and Unlucky affect luck. Positive luck can prevent injury, but that attempt still yields no loot; negative luck can make an otherwise successful attempt empty.
  • Loot rolls occur only after both injury checks and the bad-luck check are passed. Item chances below are per successful scavenge attempt.
  • Before protection, minor injury is (5 + 1 × previous attempts)%, major injury is (1 + 0.25 × previous attempts)%. Carrying an owned Flashlight divides both by 2; event changes then apply.
  • Careful Scavenger, injury protection from an event, or the matching protection when Skip Intro is not selected makes that injury roll 0%. Each injury chance is limited to 0–100%.
  • An actual minor injury needs the minor-injury roll to hit (the screen shows its current chance before you search); the better your luck, the less likely it is.
  • An actual major injury needs the minor-injury roll to miss and the major-injury roll to hit (the screen shows their current chances before you search); the better your luck, the less likely it is.
  • A scavenge attempt succeeds only if both injury rolls miss (the screen shows their current chances before you search) and bad luck does not leave you with nothing. Success gets less likely with each attempt since arrival and the worse your luck is.
  • An owned Scav Scanner carried outside adds a separate loot draw at the displayed chance: initially 15%, increasing by 5 points per upgrade to 100%. Bonus bags, cassettes and tool-related finds are not doubled.

Cost

  • Up to 1 night outing; returning home uses it. Scavenging itself takes no extra time.
  • The day after an outing, you miss out on up to one normal customer unless you have Short Sleeper.
  • An actual minor injury raises wound severity; a major injury raises it much more. Major injury is checked only when the minor-injury roll fails.
  • Finds must fit in the carried inventory and be brought home.
  • Paid Georgio's Assistance costs 50 credits for 3 days.
  • Each Scav Scanner upgrade uses 1 Electronic Parts (Common). With Tinkerer, the material is kept with a 20% chance; otherwise it is consumed.
Frequency
very rarely found; a little more often during a Fresh Dump.
per successful search
Quantity
1
Conditions
—
Frequency
In an extra draw, very rarely found; a little more often during a Fresh Dump. Extra draws happen at your carried Scav Scanner's displayed chance plus any event bonus.
per successful search
Quantity
1
Conditions
  • This is an additional, separate loot roll; bonus bags, cassettes and tool finds are unaffected.

Service Department Supply Crate

Unlock Service Department Supply Crate to take what is inside. Several separate draws decide the contents, so you can get more than one of the same item.

Availability and notes

Cost

Frequency
often inside, more likely with higher luck.
per box filled
Quantity
1
Conditions
—

Pile of Debris

Use each required tool once; receive materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and use Crowbar, Wire Cutter and Plasma Cutter, once each. All three types are needed to finish.

Cost

  • Consume 1 Crowbar when this tool type is used on the pile.
  • Consume 1 Wire Cutter when this tool type is used on the pile.
  • Consume 1 Plasma Cutter when this tool type is used on the pile.
Frequency
Rarelyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Debris Removal

Pay for the nightly Debris Removal service; receive nightly loot and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile, unlock the Debris Removal service and use it for 10 nights.

Cost

  • Pay 50 credits per active night.
Frequency
Rarelyper night of service
Quantity
1–5
Conditions
—
Frequency
Rarelyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Pile of Debris

Clear the pile by staying home at night; receive nightly materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and stay home at night. Clearing finishes after 10 qualifying nights.

Cost

  • Spend 10 nights at home to finish this pile.
Frequency
Very rarelyper qualifying night
Quantity
1
Conditions
—
Frequency
Rarelyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Starting items

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Upper Level Servant

Upper Levels

Buys Household Good, subject to the buying rules below.

Base budget

500–650 credits, rising as the days go by.

Display Case · Displayed categories

Household Good

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

200–300 credits, rising as the days go by.

Eleanor

Eleanor

Upper Levels

Buys Household Good, subject to the buying rules below.

Base budget

200 credits.

Citizen

Lower Levels

Buys Household Good, subject to the buying rules below.

Base budget

145–195 credits, rising slowly as the days go by.

Display Case · Displayed categories

Household Good

Lower Level Parent

Lower Levels

Buys Household Good, subject to the buying rules below.

Base budget

100–115 credits.

Display Case · Displayed categories

Household Good

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Lower Level Citizen

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

90–110 credits, rising as the days go by.

Conditions for this item

  • The item belongs to the category selected from your inventory for this visit.
  • If this visit selected the variety preference, no item with this identity has already been sold to this buyer.

Spacer

Lower Levels

Buys Household Good, subject to the buying rules below.

Base budget

80–105 credits.

Display Case · Displayed categories

Household Good

Young Spacer

Lower Levels

Buys Household Good, subject to the buying rules below.

Base budget

80–100 credits.

Display Case · Displayed categories

Household Good

Spacer

Lower Levels

Buys Household Good, subject to the buying rules below.

Base budget

50–85 credits, rising as the days go by.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Old Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.