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Trade and Barter

Trade in Last Frontier isn’t a separate screen full of price tags — it’s a way to turn the risk of a run into your next step toward survival. There’s no “sell everything” button here: every deal is a choice between “keep,” “sell,” “trade,” and “break down.”

Currency: gold coins

The new world’s settlement currency is coins of rough minting, no heavier than 20 grams each. After rubles, dollars, and pounds depreciated into nothing more than kindling, it was coins that drove bullion, nuggets, and gemstones out of circulation. They’re supplied by two mints on either side of the Bering Strait — Lower Anadyr and Selawik — and the metal of the new world can bear the markings of either the Northern Federation or the Republic of Alaska.

Mechanically, coins are an ordinary stackable item in your inventory. There’s no separate “wallet” in the game: a deal compares the value of the goods on both sides, and coins simply take part in the exchange as a commodity with a known worth. That’s why you can pay a trader in pure coins, in any valuables, or in any combination of the two.

How a deal with an NPC works

Trading with a merchant isn’t an instant transfer of items from one bag into another. First the game checks the conditions, and only then does it settle the balance. The sequence is as follows:

  • your character must be standing next to a living NPC trader (within conversation range); if you move too far away during bargaining, the deal is canceled automatically;
  • trading opens through a dialogue reply that leads into exchange mode;
  • the player selects the NPC’s goods and assembles their own counter-offer;
  • the server checks the value, the weight after the exchange, the availability of the goods, and item restrictions;
  • after a successful deal the trader’s stock is updated — including for other players trading with the same NPC right now.

A deal won’t go through in two cases: if the value in your offer is not enough for the selected goods, and if after the exchange your character would be overloaded. So always leave room for your purchase — otherwise that profitable find simply won’t fit.

Price is more than just base value

Every item has a base value, but in a real deal a specific trader’s markup is applied on top of it. To the price of each item (except coins themselves) a percentage of its value is added — that’s the seller’s “margin.” Different types of traders have different default markups, so the very same item can cost different amounts at different NPCs.

The stock isn’t random either. It’s assembled by the trader’s profile: the profile defines which product groups are primary for them, which are secondary, how many groups go on sale, and how expensive the items that suit such a seller can be at all. A trader also has their own reserve of coins, with which they buy items from players. That’s why a rare or expensive item won’t necessarily be found at every suitable seller: not finding what you need is a reason to look for another trader, come back later, or close the gap with loot and crafting.

Who to go to: trader roles

Different NPCs specialize in different stock:

  • Gunsmith — weapons, ammunition, armor, and combat gear.
  • Medic — medicines, healing tools, and consumables for recovery.
  • Hunter — weapons, ammunition, food, and field gear for runs.
  • Resource trader and techie — materials, tools, repair items, and technical finds.
  • Bandit trader — weapons, ammunition, and risky supplies, but his terms are harsher.

Reputation changes trade

Relations with factions affect more than just atmosphere — your character keeps reputation with individual groups, and it works right there at the counter in two ways.

  • A reputation discount. A trader’s faction can reward your reputation with a lower price: the higher your standing, the lower the final cost of the NPC’s goods. The discount is calculated on the server side and shown in the exchange window, so you see the price with it already factored in. A trading faction, for example, has thresholds with 10% and 15% discounts.
  • A lock based on trust level. Part of the stock can be closed off until you’ve earned the required reputation. Locked goods are still shown in the window (grayed out) so you can see what will open up as your standing grows, but you can’t buy them yet. An example with a trading faction: weapons open up at “respected” reputation, armor at “trusted.”

Reputation affects conversation too: trade dialogues can check your standing before showing certain lines and offers. The very same NPC behaves differently with someone who helped his people and with someone who showed up after a conflict. The takeaway is simple: it pays to be not just rich, but also useful and predictable to the right people.

When it’s better not to sell

The most common mistake in survival economics is dumping an item just because it’s “not needed right now.” Before you sell, check the red flags:

  • the item looks like a recipe component, or one for repair or healing;
  • the item is tied to a quest, a scene, or a specific NPC;
  • it has restrictions on trading, looting, or theft;
  • it’s “extra” right now, but it could cover the risk of your next run.

Be especially careful with medical components, cloth, rags, insulation, and old armor — in crafting they often turn into bandaging materials, enhanced consumables, or the result of breaking down equipment. Sometimes it’s better to hold back a small reserve than to spend an extra run later searching for that same item. A good deal doesn’t empty your inventory — it prepares your next route.