Shop

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Shop Prices
Screenshot Shop.png
Cost
VR-O
Deep Dive
Neuro
Implant Slots
250
312 (250*1.25)
375 (250*1.5)
Grenade Mod
100
125 (100*1.25)
150 (100*1.5)
Medkit
200
250 (200*1.25)
300 (200*1.5)
Grenade Refill
125
156 (125*1.25)
187 (125*1.5)
Selling
Level 1
Level 2
Level 3
Level 4
Passive Implant
25
37 (25+12)
50 (25+25)
62 (25+37)
Common Implant
75
87 (75+12)
100 (75+25)
112 (75+37)
Rare Implant
100
112 (100+12)
125 (100+25)
137 (100+37)
Legendary Implant
125
137 (125+12)
150 (125+25)
162 (125+37)

The shop is a Combat Encounter Reward where you can exchange Credits for Implants, Implant Slots, Elemental Grenade Mods, Medkits, Grenade Capacity Upgrade & Refills, and where you can sell Implants. The prices for everything is different depending on the Crisis Level, but selling always gives the same amount of Credits, no matter the Crisis Level.

Shops both show up as one of the random Combat Encounter Rewards, but a shop will also always be available at the end of each Biome, right before that Biome's Boss. (It is present after you open the door marked 'Danger Zone'.)

Note that grenade mods do not stack, the most recent grenade mod obtained is the grenade mod used.


The price is based on VR-Orientation being considered the base price with Deep Dive having a multiplier of 1.25, Neuromancy having a multiplier of 1.5, and all values are Rounded Down


Selling unleveled Implants gives an amount of money entirely based around the rarity of the Implant, unless it's a passive implant, then it always sells for 25 credits, no matter the rarity.

For each time an implant has been leveled up, the selling amount increases by 12.5 Credits, rounded down. This is a flat increase, and does not vary based on the rarity or if it's a passive implant.


The cost of buying an Implant from the Shop is double the selling amount for that type of implant, meaning it also depends entirely on the rarity of the implant, unless it's a passive implant, then it costs 50. This is further affected by the Crisis Level, with Deep Dive multiplying the cost by 1.25, and Neuromancy multiplying the cost by 1.5.