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Water Merchant

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About this specialization

Start by cleaning your starting water and bought water, then sell it to the Water buyers your Display Case brings. Make free tap water into High-Quality Water in a Water Purifier for your main income; add modules for Pure Water and sell to the Water Stockpiler from day 14. When water piles up, Vending Fountain adds a night-time outlet. Empty bottles sell as Household Goods, sealed rations can be resold, and appraisals or the Dumping Ground offer optional income alongside the water business.

Water buyers look at the purity on the label, so test after treatment and match the label to the contents. The HydraTech Micro Water Purifier reaches Basewater; an unmodified Water Purifier reaches 99%, or High-Quality Water, and modules can raise its cap to Pure Water. Each purifier holds one container and works overnight. The Display Case selects its highest-value categories and normally brings one Water buyer a day; that buyer may refuse lower purity levels. Empty bottles are Household Goods, so Showcase Expansion I can give them a buyer on the same day as water. The Sealed Water Ration (Standard) and the Sealed Water Ration (Small) sell sealed, but the Water Stockpiler does not buy them.

Ratings

Beginner friendliness4 / 5
You start with the tools to test and clean water, the loop of testing, matching the label and selling is simple, and the Display Case calls the buyers for you. Make a habit of testing before you sell, because a label above the contents' purity can lead to crimes and lost reputation.
Early income4 / 5
You can clean your starting water and put it on sale in the first days, and on the first Wednesday (day 3) the Retired Water Merchant sells a Water Purifier. With the intro, the Water Neon Sign you receive on day 5 can bring sellers of cheap water from day 6; if you skip the intro, you can display it from day 1.
Growth before the buyout3 / 5
Pure Water, the Water Stockpiler and Vending Fountain raise income later, but the Display Case calls only one water buyer a day and each purifier can only clean so much per night.
Low daily effort3 / 5
You have to check the labels on your containers, and the purifier's water has to be checked each morning and swapped once it is ready.
Safety from Security and factions5 / 5
The main routes sell legal water. Keeping every label matched to its contents avoids crimes and reputation losses from false labels.
Starting cash margin4 / 5
Tap water is free and the Water Purifier raises its purity, so the stock costs little; the main costs are the Energy Cell, containers, the Water Testing Strip and the upgrades.

Starting conditions

During your training with The Mentor, you took a particular interest in learning about the Water trade. Clean water is a scarce resource on the station and there is money to be made by those with their hands on the tap.

Cash and rent

Starting cash
400
Rent
200

Both before perk changes.

Starting items

  • Water Trading Manual
  • Water Testing and Purification Equipment
  • Additional storage (Water Containers)

Regular visitor

  • Retired Water MerchantVisits on days 3, 10, 17, …

Income routes

Quick summary

Compare ways to earn

  • Way to earn

    Free tap water keeps stock costs low; add purifiers as sales grow, since each holds one container. Aim for 99% first, then raise installed quality to 100 for a 99.9% cap.

    Typical return

    750 ml: base value 35 (50–65 by purity) · nights depend on water quality

  • Way to earn

    Your HydraTech Micro Water Purifier starts with 75 durability, enough for at most 7.5 L before rounding. Sell the starting water first; test purchases and use filters or tablets as needed until the purifier is running.

    Typical return

    750 ml of Basewater: 35

    What you need
  • Way to earn
    Empty bottles from Bottle PrinterSide line

    Keep containers for your next water batch and sell spare empty bottles as Household Goods to different buyers from water. Printing just to sell gives only 4–9 base value per bottle and also uses charge.

    Typical return

    1 per action, base value 4–9; 4–11 charge each

  • Way to earn

    Sell spare sealed rations to the Spacer or the Scav without purification. Stamps have a cost, and the Water Stockpiler does not buy them, so use them for a gap in early water stock.

    Typical return

    15–30 each; margin depends on cost

  • Way to earn
    Appraisal Board appraisalsSide line

    Pay the membership fee from day 8, or day 5 with the intro skipped, and display the certificate for clients. Fees use no water stock, but clients use normal customer slots and Illiterate prevents reading the guides.

    Typical return

    A fee per appraisal

  • Way to earn
    Scavenge the Dumping GroundSide line

    When you can spare the night, collect saleable stock, with variable loot and a risk of injury. Short Sleeper waives the outing's next-day loss of normal customer slots, while Maimed prevents scavenging.

    Typical return

    Down to luck

  • Way to earn

    Add it once water exceeds the Display Case buyer's demand, and keep it stocked and powered. Match water to each slot; pure-water sales require one unit of Electronic Parts (Common) to upgrade the core.

    Typical return

    Sales depend on stock; base charge 2 per operating night

  • Way to earn
    UV LampSupport

    Use it when microbes are what hold a batch back. It removes all microbes without losing liquid, but leaves other contaminants, so test before choosing it over more purification.

    Typical return

    Immediate microbe removal; final purity varies

    What you need
  • Way to earn

    Consider it once suitable goods keep piling up alongside your water business. Keep both stock and charge replenished, after securing the equipment for your main water production.

    Typical return

    Depends on stock; base charge 2 per operating night

  • Way to earn
    Moisture FarmNot recommended

    An unmodified machine makes 850 ml of Ghostwater per night and uses power; several share the air and make less each. A free tap supplies the purifier without another water-producing machine.

    Typical return

    One unmodified unit: 850 ml a night · base value 43 in a Bottle of Water (Large) (32 by purity)

  • Way to earn
    Recover water with EvaporatorNot recommended

    With one base-stat refinement module, recovery is only 69 ml a night and needs input water, power and a receiver. Drawing tap water directly is simpler; without positive quality there is no recovery.

    Typical return

    Base-stat Refinement Module: 69 ml recovered per night

  • Way to earn
    Heat water with Heating PlateNot recommended

    Buying Retired Chemist and extra equipment just to heat water adds setup costs. At 100°C it removes microbes but leaves other dirt and can lose water, so prioritize the water-treatment tools.

    Typical return

    100°C removes microbes; time and final purity vary

  • Way to earn
    Resell water-treatment suppliesNot recommended

    Resale margins depend on purchase price and remaining durability, so keep working tools for water treatment. The UV Lamp has only Merchant as a buyer; sell spare supplies when the offer is worthwhile.

    Typical return

    Margin depends on purchase price and remaining durability

    Main buyers
  • Way to earn
    Bottle of Spring WaterNot recommended

    A fixed item with base value 325 that water equipment cannot make. Sell legal surplus from Eleanor to the Water Stockpiler, and don't buy the stolen ones the Thief sells.

    Typical return

    325 each; margin depends on cost

    Main buyers

Buy water, finish it with the starting tools and sell it

From the start

Use the starting tools to make Basewater and sell it under a matching label. Begin with your starting water, then buy from sellers called by the Water Neon Sign (from day 6 with the intro, or day 1 if you skip it). Before day 14, displaying water worth enough brings the Spacer. Your limits are one Display Case Water buyer a day, the supply of the Water Testing Strip and the Water Purification Tablet, and the durability of the HydraTech Micro Water Purifier.

  1. Test the water you start with using the Water Testing Strip: the Jug of Water holds Rustwater, one Bottle of Water (Large) holds Ghostwater, and the other containers are empty.

  2. Use the HydraTech Micro Water Purifier on water below Basewater to bring it up to Basewater.

    • It uses 1 durability per 100 ml, rounded up, and only works when the remaining durability covers the whole container. Yours starts with reduced durability, so once it runs low, pour the water into smaller containers before using it.
    • It does nothing to water that is already Basewater or better.
  3. If the remaining durability cannot treat the whole container, divide the water into smaller containers or pour it through the Water Pitcher fitted with the Water Filter to remove particles, then add a Water Purification Tablet, let it act on chemicals and microbes, and test again.

    • The filter throws away what it removes, so you get less water back; microbes pass through it, and it can only remove particles large enough for the filter while it has durability left.
    • The Water Purification Tablet takes up room as it dissolves. Leave space first, since a full container loses the liquid it displaces.
  4. After testing your own container, press 'Match Label' if its label does not match the real purity.

    • Never sell water under a higher label than its contents: such sales can add up to crimes, and a non-augmented buyer who exposes one lowers that buyer's faction reputation (by 4 in the normal inspection, or 1 in the negotiation dialogue, on Mark Up).
  5. On day 5 The Mentor gives you a Water Neon Sign (if you skipped the intro, you start with it). Put it in the Display Case before opening: from day 6 with the intro, or day 1 if you skipped it, a water seller is rolled at 75% when a normal customer slot is available.

    • The seller changes by weekday: Lower Level Citizen on Mondays and Fridays, Scav with 3–5 bottles on Tuesdays and Saturdays, and Scav with accurate labels on Wednesdays and Sundays. On Thursdays, the Scav may include Ghostwater labelled as Basewater or Pure Water; test before buying.
    • Test before you pay. If the water is below its label, 'Confront' lowers the price to its real purity. If it is purer than its label, buy it as labelled, or 'Confront' to reveal the real purity and raise the seller's faction reputation (by 3 on Mark Up).
  6. Display water before opening. The Display Case selects the highest-value categories and brings one buyer for each selected category (from day 2 with the intro, at Store Attractiveness 100 or more). Unless the Water Stockpiler rule below applies, a high enough water total, a leading label of High-Quality Water or better, or attractiveness of at least 400 brings the Spacer; otherwise the Thirsty Spacer or the Scav comes. The water totals use the tooltip values before retail markup; the category ranking uses a separate calculation.

  7. Restock the Water Testing Strip and the Water Purification Tablet from the Retired Water Merchant on Wednesdays (a full Water Testing Kit and a Bottle of Water Purification Tablets) and from the Supplier (Supply Runner) on Sundays from day 7.

Related Wild's Network upgrades

  • Showcase Expansion I

    Widens the Display Case so the Water Neon Sign fits next to your water; its extra customer only comes if you also display a second kind of goods.

  • Buyer Referral Service

    On each night you use it, it selects a buyer for the kind of goods you hold most of in your main stock (excluding documents); water uses the same rules as the Display Case. Identical customers are merged, so this does not guarantee another water buyer. It also lets the Display Case attract a buyer for another kind of goods.

Related items

Related customers and events

Tips

Purify tap water to High-Quality Water in a Water Purifier and sell it

From the start

Draw free water from the tap, purify it overnight in the Water Purifier up to High-Quality Water and sell it to the Spacer; from day 14 a Display Case of water with a very high total value calls the Water Stockpiler, whose budget is far larger. You need a tap upgrade (or Working Pipes), a Water Purifier and charged batteries; your output is capped by how much each purifier cleans per night.

  1. Buy Gutterflow On Tap so you can draw Gutterflow from the tap for free; Rustwater On Tap later switches it to cleaner Rustwater.

    • If you start with Working Pipes, you can draw Rustwater from day 1 and need neither upgrade.
    • The tap's purity changes every day, so test what you draw.
  2. Buy a Water Purifier and a Water Tank from the Retired Water Merchant, who comes every Wednesday from day 3 and always has both.

    • After meeting Dr. Jackson on day 6 (from the start if you skip the intro), his night shop stocks a Water Purifier: always while you own none, and sometimes once you own one. A Water Tank is often in stock, and each investment makes it more likely.
  3. Fill the Water Tank at the tap, put it in the Water Purifier's container slot and put a charged Energy Cell in its battery slot. It purifies overnight and uses power only on nights when it removes something.

  4. Test each morning with the AquaScan and leave the water in until it reaches 99%. Without modules the Water Purifier stops at 99%, or High-Quality Water.

    • The amount removed each night falls as the water gets cleaner. A larger batch can take longer to reach the same purity cap.
    • The Water Purifier turns what it removes into water, so you lose none; filtering and the Water Purification Tablet lose what they remove.
  5. Pour the finished water into the Jug of Water, the Bottle of Water (Large) and other bottles, press 'Match Label' if needed and put it in the Display Case before opening: a High-Quality Water label brings the Spacer, unless the Water Stockpiler rule below applies.

  6. Buy a second Water Purifier as soon as you can afford it: each purifier holds one container, so the number of purifiers sets how much water you finish.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

  • Each purifier holds one container, and the amount it removes per night falls as the water gets cleaner. Add purifiers when you can afford them to work on several containers at once.
  • The Moisture Farm also makes water every night, but without modules it makes Ghostwater, and several farms each make less; with a tap you do not need it.
  • Going to Dr. Jackson after hours subtracts one from the next day's normal customer slot allowance; Short Sleeper cancels this penalty.

Make and sell Pure Water with modules in a Water Purifier

From mid gamePrevious stage: Purify tap water to High-Quality Water in a Water Purifier and sell it

Fit units of Refinement Module into the Water Purifier until its installed quality total is at least 100 and the displayed limit reaches 99.9%, and sell the Pure Water to the Water Stockpiler, whom a Display Case labelled mostly Pure Water calls from day 14; Vending Fountain adds sales at night. Dr. Jackson's shop always has a Refinement Module after Jackson Investment II, and the slow last stretch to 99.9% caps how much you make.

  1. Buy Jackson Investment I and then Jackson Investment II: after both, Dr. Jackson's regular stock has at least one Refinement Module and two units of Quality Module every visit.

  2. Fit units of Refinement Module into the purifier until the installed quality total is at least 100, then check that the displayed purity cap is 99.9%.

    • The base stats of the Refinement Module are 25 quality, lower performance (less removed each night) and lower efficiency (more power used). The Quality Module's base quality is 8 with no drawback, so four with unchanged base stats stop at 99.35% (High-Quality Water).
    • Check the purity cap after fitting modules. At 99.9% the water is already Pure Water; a higher cap gives no higher purity level.
    • The Module Bay Expansion Kit makes more room for modules. Use the space for the Performance Module to improve purification speed, and check the installed performance total.
  3. If you need a larger batch and can wait for it to finish, expand the Water Tank with Scrap Metal or the Metal Ingot. Match the batch size to the water you can sell.

    • More water needs more nights to reach the limit. Scrap Metal is sold by visiting sellers and can be found at the Dumping Ground.
  4. Put a charged Energy Cell in the Advanced Turbo Booster and supply it for 3 nights until ready. Use it on a purifier with water and enough power to perform one night's purification immediately. It is reusable and needs another 3 powered nights before the next use.

  5. When the water reaches Pure Water, press 'Match Label' if needed and put it in the Display Case before opening: from day 14, a display whose label makes up mostly Pure Water by value calls the Water Stockpiler.

    • Before day 14, displaying Pure Water brings the Spacer, but the Spacer does not buy that purity level. Keep it until day 14 for the higher-tier buyer.
    • With Buyer Referral Service in use and water the kind of goods you hold most of in your main stock, it selects the Water Stockpiler by the same Display Case rules. If the Display Case already calls this buyer, the two are merged and a second one does not come.
    • The Water Stockpiler is an Upper Levels customer: each sale raises that reputation, and from 20 you get a 15% bonus on sales to Upper Levels customers.
  6. Buy Vending Fountain. Fill its Basewater, High-Quality Water and Pure Water slots with water matching each purity level, and supply a charged Energy Cell. It sells stocked water at night without a visiting buyer; the pure-water slot needs the upgrade below.

    • The slot sets the label. Water of lower purity can reduce reputation the next day: Upper Levels for Pure Water, Lower Levels for Basewater, and both for High-Quality Water. Rounding may leave either faction with no loss. Rustwater and Gutterflow are not sold.
    • Use one unit of Electronic Parts (Common) on the fountain core to enable Pure Water sales. Further attractiveness upgrades can increase nightly sales, while every two upgrades add to the nightly power use.

Related Wild's Network upgrades

Related items

  • Quality Module

    Base quality is +8 with no drawback; four at base stats give a purity cap of 99.35%. Check the installed cap before aiming for a higher purity level.

  • Refinement Module

    Base quality is +25; an installed total of 100 gives a 99.9% purity cap. It lowers performance and efficiency, so purification slows and uses more power.

  • Advanced Turbo Booster

    Runs one night's purification immediately on a ready purifier. It is reusable; keep it powered for 3 nights between uses.

  • Scrap Metal

    Enlarges the Water Tank.

  • Electronic Parts (Common)

    Use one on the fountain core to enable Pure Water sales; further upgrades can increase its nightly sales.

  • SYNC Self-Refilling Neuroactive Perfume

    Raises the trade bonus with the customer at the counter by 15% and refills itself; use it on big buyers.

Related customers and events

Tips

Recommended starting perks

Point limit: 3

Recommended Wild's Network upgrades

Early game

  1. Free raw water for the purifier from the first week; skip it if you started with Working Pipes.

  2. A cheap way to fit the Water Neon Sign and more water into the Display Case; its extra customer needs a second kind of goods on display.

  3. On each night you use it, it selects a buyer for the kind of goods you hold most of in your main stock, excluding documents. A buyer already called by the Display Case is merged, so it does not guarantee another water buyer; displaying another kind of goods also lets it add a Display Case buyer for that kind.

  4. Makes the Power Service free, so the PowerBloc can recharge purifier batteries without that fee. Power also stays on during blackouts.

Mid game

  1. Cleaner tap water means fewer nights per batch; also unnecessary if you started with Working Pipes.

  2. In a clean shop it raises budgets and makes the Display Case call the Spacer even for cheaper water.

  3. Needed before Jackson Investment II; it puts at least one Quality Module in Dr. Jackson's regular stock every visit, but four with unchanged base stats cannot reach Pure Water.

  4. Secures at least one Refinement Module per regular visit to Dr. Jackson; four visits guarantee at least four. For Pure Water, check that the installed quality reaches 100 and the cap reaches 99.9%.

  5. Take it once several machines run on batteries and the PowerBloc can no longer keep up.

  6. Raises attractiveness further and increases customer budgets. Crossing an attractiveness threshold can add normal customer slots.

Late game

  1. A nightly sales outlet once your purifiers make more water than the Display Case buyer takes.

  2. The final renovation step gives the biggest budget increase of the three in an otherwise unmodified clean shop; take it last.

Recommended faction reputation

Priority
SAim for it first
AA big gain once you have it
BNice to have
SPriority: Aim for it firstLower Levels

Referral

Required reputation+20 or more
In-game effect
100% chance that 1 additional random customer will visit the Store per day.
Why
Nearly every water seller and early buyer you meet belongs to the Lower Levels, so everyday trading raises this reputation, and 'Confront' on a seller whose water is purer than its label adds more. At 20, one more normal customer slot becomes available each day; the actual number of visitors still depends on the intro, invitations and duplicate removal.
APriority: A big gain once you have itUpper Levels

Pourboire

Required reputation+20 or more
In-game effect
You will receive 15% bonus when selling items to customers from the Upper Levels.
Why
The Water Stockpiler, the buyer for High-Quality Water and Pure Water, is an Upper Levels customer: every sale to this buyer raises that reputation, and from 20 each of these sales gets a 15% bonus.
APriority: A big gain once you have itLower Levels

Pillar of the Lower Levels

Required reputation+100 or more
In-game effect
You will now receive 15% discount from Joe Wild and Dr. Jackson.
Why
At 100, network upgrade prices fall by 15%, and Dr. Jackson's goods get a 15% discount added to other price modifiers. Raise this reputation before expensive upgrades such as Jackson Investment II and Store Renovation III when possible.
BPriority: Nice to haveUpper Levels

Rave Reviews

Required reputation+100 or more
In-game effect
All customers from the Upper Levels have 25% more credits to spend.
Why
At Upper Levels reputation 100, every customer who uses a budget gains 25% of their original budget. This also lets the Water Stockpiler buy more water.
BPriority: Nice to haveSecurity

VIP

Required reputation+100 or more
In-game effect
Due to your excellent Reputation with Security, Thieves will no longer target your Store. You will no longer be subject to inspection.
Why
At 100 Security reputation, routine inspections stop and uninsured night theft is suppressed; a safeguard against night theft if you did not take Vigilant. Inspections triggered by goods in the Display Case can still occur.

Penalties of low reputation

Lower Levels

Poor Reviews

Required reputation−20 or less
In-game effect
100% chance that 1 less random customer will visit your Store per day.
What to watch
At Lower Levels reputation -20 or lower, the normal customer slot allowance falls by one. A non-augmented buyer exposing a false water label lowers that buyer's faction reputation. Mislabelled sales from the Basewater or High-Quality Water slot of Vending Fountain can also reduce it the next day, so keep labels accurate.
Upper Levels

Tourist Trap

Required reputation−40 or less
In-game effect
Customers from the Upper Levels are less likely to visit your Store.
What to watch
At Upper Levels reputation -40 or lower, random Upper Levels normal customers become less likely; Display Case calls to the Water Stockpiler are unaffected. A non-augmented buyer exposing a false label lowers reputation. Mislabelled sales from the Pure Water or High-Quality Water slot of Vending Fountain can also lower it the next day.

How to raise reputation

Values are before adjustments. Gains are multiplied by 1.5 on Price Gouge, 1 on Mark Up, 0.75 on Thin Margins and 0.5 on Red Ink; losses by 0.5, 1, 1.25 and 2.

Lower Levels

  • Trading with Lower Levels customers adds about 1.65 for every 1000 credits. Most normal customers belong to this faction, so everyday sales raise it.
  • Completing a Lower Levels request from Marketplace Requests adds up to 10, and the larger requests give 6 to 10.
  • Handing out free medicine you were given without charging adds 1 per item, and selling it costs 4.
  • Reporting The Butcher adds 6 instead of lowering it.
  • Well Connected starts you 15 higher.

Main causes of loss

Reporting its members costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Upper Levels

  • Trading with Upper Levels customers adds about 3 for every 1000 credits.
  • An active Alarm System with a transmitter for the Upper Levels adds 1 on each night the Insurance Service is checked.
  • Completing an Upper Levels request from Marketplace Requests adds up to 5.
  • Sycophant starts you 15 higher and increases gains by 25%; Well Connected starts you 15 higher. These starting increases receive no difficulty adjustments.

Main causes of loss

Reporting this faction's customers usually costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Security

  • Trading with Security customers adds about 2.5 for every 1000 credits sold or bought, and trades with the Security Requisition Officer count double.
  • A clean inspection adds 3.
  • Correctly reporting a wanted customer adds 5, or 1.5 times as much with Model Citizen.
  • Reporting a seller of stolen goods or serious contraband who is not wanted adds 0 to 4, depending on the contraband level, but lowers the seller's faction.
  • Correctly shooting an augmented person adds 8. A wrong shot costs 15.
  • An Alarm System with a transmitter for Security adds 1 on each night the Insurance Service is checked.
  • Completing a Security request from Marketplace Requests adds up to 10.
  • Model Citizen starts you 30 higher and Well Connected 15 higher, without difficulty adjustments.

Main causes of loss

It drops by up to 25 when an inspection finds contraband or stolen goods, and by 10 when you pay a fine.

Important customers

Customers rated S or A for this specialization in the priority of the customer list, with the reason.

SPrepare for this customer

  • Joe Wild

    As Water Merchant, the network controls expansion beyond bottled water, including more Display Case capacity and customer budget bonuses; reserve Favor and cash for the upgrades you actually need.

  • Dr. Jackson

    As Water Merchant, his equipment and discounted modules help expand production for bottled water; the day-6 Furnace itself is an optional new branch.

  • The Landlord

    As Water Merchant, rent is a survival deadline for income from bottled water; keep the bill covered before reinvesting, and plan the buyout separately from optional vending installation.

  • The Butcher

    As Water Merchant, a report brings 450 base bounty but later vandalism and stalking can interrupt night supply runs for bottled water; decide before reporting whether you can carry a firearm or PulseGuard Stun Gun, or pay 500 to end it.

  • Eleanor

    As Water Merchant, her warning reward can supply the HydraTech Micro Water Purifier, and completing the investigation gives SYNC Self-Refilling Neuroactive Perfume; avoid the planted-crate arrest and fund only useful purchases.

  • Trade Board Official

    As Water Merchant, the permit or repeated bribes compete with the cash and stock needed for bottled water; take the free first delay, then budget a legal response instead of adding avoidable crimes.

  • Lou

    As Water Merchant, her 1500 base bounty starts a chain with fatal box and payment checks; protect bottled water and working cash by deciding whether you want the chain before reporting her.

  • Cadet Serpico

    As Water Merchant, his deadline needs 2000 kcal of actual food, then offers useful equipment and faction reputation for a business selling bottled water; missing the food deadline ends the route.

  • Cartel Hitman

    Comes when your Sector 13 Cartel reputation is -100 or lower; the run ends when the conversation finishes.

  • Mob Leader

    Comes when your Lower Levels reputation is -100 or lower; the run ends when the conversation finishes.

  • Retired Farmer

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Water Pitcher).

  • Retired Water Merchant

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Water Pitcher, Water Tank).

  • Supplier (Supply Runner)

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Water Pitcher).

  • Water Stockpiler

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Jug of Water). Mainly buys goods this specialization sells (Water).

AUseful in the right situation

See every customer's priority for this specialization