Prima Games eGuides The Witcher 3: Wild Hunt eGuide

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The Witcher 3: Wild Hunt eGuide Getting Started Witcher Training

The Living Economy

Like Geralt, every shopkeeper has a finite amount of money and inventory available for trade. The amount of funds and list of items for sale can be viewed while visiting their shop. If their funds are depleted, a merchant will not be able to purchase additional goods from you. While their funds and inventory will replenish over time, this limitation may prevent you from selling everything in a single visit. If you cannot wait, consider purchasing goods to help quickly generate income.

ITEM TYPE

Not all items are created equally. Some are made of weaker components, some carry rare enchantments. Some are for dealing damage, others protect you from it. Some are consumable while others are used to craft and modify other items. Whatever its use, each item is valued differently based on the type of merchant you are dealing with, the region you are in and a variety of other price modifications and quest-based bonuses.

The following Economy sub-sections explain the various factors that affect the purchase and sale of items around the world.

MERCHANT TYPE

Every merchant plays a specific role that determines their level of interest in a particular set of items. Innkeeps sell food and drink. Blacksmiths and armorers will buy and sell weapons and armor respectively, as well as the materials needed to craft them. Herbalists will sell materials needed for potions, alchemists will sell books and diagrams that can create enchantments for your equipment. Specialty merchants like the barber and book dealer offer rare items you cannot find anywhere else. Conversely, merchants will only buy items from Geralt that they have interest in. An innkeep will not buy swords or armor, no matter how much you insist. Take a look at the Bonus by Type table to see what each merchant type is willing to buy.

MERCHANT REGION

The world has been separated into distinct areas, each having a unique economy with it’s own rates and bonuses. No Man’s Land has been ravaged by war and famine, meaning weapons and armor are commonplace while food is a rare and expensive commodity. While travelling through Novigrad make sure to check out the many goods for sale. While more expensive, they offer a great selection of the items you’ll need to heal, prepare and maintain your gear. Skellige, while remote, has the best assortment of crafting materials, weapons, armor and upgrades. Scattered across a series of islands, their resources are plentiful and offer many opportunities for entreprenuers that would purchase goods for trade.

ITEM ORIGIN

Some items can be identified by the region in which they were designed and created. While merchants may be interested in trading for local goods, the exchange of rare items from distant lands can result in large profits based on your investment. Conversely, trying to sell a Nilfgaardian blade to an Elven refugee may result in no sale at all. Be aware of an item’s origin, and to whom you are trying to sell to. Refer to our Price Modifications by Origin table for specific pricing adjustments for item origins by region.

Region Bonus

The regions of Velen, Novigrad, and Skellige, offer a quest that, if completed successfully, rewards you with a 10% discount towards all future purchases in that region.

Merchant Bonus

Some of the merchants you will meet are in distress and have need of a hero. While their services and goods may be available immediately, successfully resolving their plight may result in a 10% discount for all future purchases. Additionally, this discount will stack with other bonuses. For example, if the Region Bonus has already been acquired, successfully completing this objective will result in a 20% discount on all purchases from this shop.

Merchant Type

MERCHANT BONUS BY TYPE
CATEGORIESWANDERINGALCHEMISTARMORERBARBERBLACKSMITHBOOK DEALERHERBALISTINNKEEPER
Alchemy 7% 15% Will Not Buy 0% Will Not Buy Will Not Buy 15% Will Not Buy
Alcohol 3% 5% Will Not Buy Will Not Buy Will Not Buy Will Not Buy 4% 12%
Armor 11% Will Not Buy 20% 15% 13% Will Not Buy Will Not Buy Will Not Buy
Book 6% 0% Will Not Buy Will Not Buy Will Not Buy 20% Will Not Buy Will Not Buy
Crafting 10% Will Not Buy 5% Will Not Buy 8% Will Not Buy Will Not Buy Will Not Buy
Food 3% Will Not Buy Will Not Buy Will Not Buy Will Not Buy Will Not Buy 3% 7%
Horse 15% Will Not Buy 18% Will Not Buy 20% Will Not Buy Will Not Buy 6%
Upgrade 10% 10% 20% Will Not Buy 20% Will Not Buy Will Not Buy Will Not Buy
Weapon 12% Will Not Buy 15% Will Not Buy 20% Will Not Buy Will Not Buy Will Not Buy
Secondary 4% Will Not Buy 20% Will Not Buy 0% Will Not Buy Will Not Buy 15%
Junk 1% Will Not Buy Will Not Buy Will Not Buy Will Not Buy Will Not Buy Will Not Buy 5%

Rarity

MERCHANT BONUS BY RARITY
Valuable 8% 4% 8% 5% 7% 3% 9% 10%
Precious 0% 20% 5% 8% 10% 1% 5% 20%
Collectible 0% 100% 0% 0% 0% 0% 100% 0%
Legendary 100% 100% 100% 100% 100% 100% 100% 100%

Region

PRICE MODIFICATION BY REGION
CATEGORIESNO MAN’S LANDNONHUMANSKELLIGENOVIGRADNILFGAARD
Alchemy 15% 0% Will Not Buy 15% 0%
Alcohol Will Not Buy Will Not Buy 20% 15% 20%
Armor Will Not Buy Will Not Buy 5% 10% 15%
Book Will Not Buy Will Not Buy Will Not Buy 10% 15%
Crafting Will Not Buy Will Not Buy 2% 5% 10%
Food 100% Will Not Buy Will Not Buy Will Not Buy 5%
Horse Will Not Buy Will Not Buy 10% 20% 25%
Upgrade Will Not Buy Will Not Buy 5% 15% 30%
Weapon Will Not Buy Will Not Buy Will Not Buy 5% 15%
Secondary Will Not Buy Will Not Buy Will Not Buy 1% 5%
Junk 15% Will Not Buy 0% Will Not Buy Will Not Buy

Origin

PRICE MODIFICATION BY ORIGIN
NO MAN'S LAND 0% Will Not Buy 5% Will Not Buy Will Not Buy
NONHUMAN 10% 0% 15% 20% 10%
SKELLIGE 5% Will Not Buy 0% 20% 5%
NOVIGRAD Will Not Buy Will Not Buy 10% 0% Will Not Buy
NILFGAARD Will Not Buy Will Not Buy 5% Will Not Buy 0%