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Overclock Module

Category
Modules
Contraband level
Legal
Base value
100 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Inventory shape

2 × 2 cells · 4 occupied cells

How to get

Quick summary

Vendors

Dr. Jackson

Dr. Jackson

Sells goods when visiting your shop

Visits your shop

  • If you didn't choose Skip Intro · On days 8 and 12
  • While you don't have Shunned · From day 12 · On Fridays

Notes

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

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price +150%
Price −10%
Conditions
—
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price +150%
Price −10%
Conditions

Rare Merchant

Sells goods when visiting your shop

Visits your shop

    • While you have Rare Goods
    • Any of the following

      • On Fridays
      • On Mondays

Notes

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

Vendor price

Conditions
—

Revolution Raider

Sells goods when visiting your shop

Visits your shop

  • While you have Raid Loot · On Fridays

Notes

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

Vendor price

Bulk purchase: absolute value of (20 + (reputation with Revolution − 40) ÷ 4)% off, division rounded toward zero
Conditions
—

Scav Addict

Sells goods when visiting your shop

Visits your shop

  • If you started as Chemist · Before leaving Sector 13 Cartel · On day 2

Random visitor

Notes

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

Barter

Trade 1 Narcotic item for one set of goods you choose
Starch Grade goods are not accepted
Junk Grade goods are not accepted
Conditions
—

Thief

Sells goods when visiting your shop

Visits your shop

  • If you didn't choose Skip Intro · On day 13
  • While you have Safe Hands · On Mondays

Attracted by your Display Case

Random visitor

Notes

  • Waits at least 2 days before visiting again
Frequency
occasionally
Higher reputation with Black Market makes it more likely
per visit
Quantity
1
Price

Vendor price

Conditions
—
Dr. Jackson

Dr. Jackson

Sells goods at a place you visit at night

Visit at night

    • Any of the following

    • While you don't have Shunned
    • Any of the following

Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price −10%
On Sundays
Conditions
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price −10%
On Sundays
Conditions
Frequency
Alwaysper visit
Quantity
5
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price +150%
Conditions

Underground Exchange

Underground Exchange Authority

Leave goods for overnight barter

Available from the start

Introduced by Sawyer

Notes

  • If the handed-over goods (2× Vial of "Dream Dust") are too low in purity, they are consumed without a reward
  • While you don't have Blacklisted
  • While Janitorial Service is available
  • While you are using Janitorial Service
  • Activate Underground Exchange Directive to view the exchange list
  • Put the required goods in Trash Can before going to sleep
  • Goods are exchanged during Janitorial Service; after the remaining trash is cleared, rewards are placed in Trash Can
  • A reward that does not fit in Trash Can is destroyed
  • Trades with a higher priority use the goods first; each listed trade is checked once per night
  • 3 different promotional exchanges are selected at the start; after exchanges on every 7th night, the list is replaced for Monday
  • The exchange screen shows only the selected promotional exchanges
  • Each accepted trade also adds 75 ÷ 400 base reputation with Black Market
  • Positive reputation gains are adjusted by difficulty and halved by Blabbermouth; the reputation cap still applies
Frequency
Sometimes for Performance, Efficiency and Quality Modules; occasionally for Overclock, Eco and Refinement Modules
per trade
Quantity
1

Draw: One item from the pool

Price

Barter

Hand over 2 Modules items
Conditions
  • After the Underground Exchange is unlocked
  • While you don't have Blacklisted
  • While Janitorial Service is available
  • While you are using Janitorial Service
  • The required goods must remain in Trash Can when this trade is checked
  • At most 1 trade(s) per night
  • Goods are accepted in any condition
  • This module is not one of the modules handed over
Frequency
sometimes included, more likely the better your luck when the crate was made
per box filled
Quantity
1

Comes in: Engineering Foundry Supply Crate

Item details

  • The received crate is locked
  • Contents are individual placement attempts; goods that do not fit are lost
  • On unlocking an unscanned crate, better current luck can replace all its contents
Price
Conditions
  • After the Underground Exchange is unlocked
  • While you don't have Blacklisted
  • While Janitorial Service is available
  • While you are using Janitorial Service
  • The required goods must remain in Trash Can when this trade is checked
  • At most 1 trade(s) per night
  • Goods are accepted in any condition
  • While this promotional exchange is on the current list

Other sources

Engineering Foundry Supply Crate

Unlock Engineering Foundry 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
sometimes inside, more likely with higher luck.
per box filled
Quantity
1
Conditions
—

Alarm System

Strip a ruined Alarm System for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Rarelyper newly broken machine
Quantity
1
Conditions
Frequency
Rarelyper newly broken machine
Quantity
1
Conditions
Frequency
Rarelyper newly broken machine
Quantity
1
Conditions

Moisture Farm

Strip a ruined Moisture Farm for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Rarelyper newly broken machine
Quantity
1
Conditions

Furnace

Strip a ruined Furnace for materials. Remove batteries and modules before cutting up the machine.

Availability and notes

Cost

  • Using Plasma Cutter destroys the machine and any contents left inside.
  • Module Extractor (Basic) starts with 6 uses and spends 1 use per module. Module Extractor (Advanced) spends no uses.
  • Collecting fasteners or wire reduces the machine's value by its original value × 0.33, rounded to the nearest integer, once for each nonempty material amount.
Frequency
Very rarelyper newly broken machine
Quantity
1
Conditions

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.

Station Engineer

Lower Levels

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

Base budget

750–1000 credits, rising as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Station Engineer

Lower Levels

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

Base budget

250–500 credits.

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

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

Lower Level Inventor

Lower Levels

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

Base budget

145–295 credits, rising slowly as the days go by.

Display Case · Displayed categories

Material / Modules / Tool