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| Alternatively, after attaining [[Job Level]] 10, advance to a Merchant class at [[Training Grounds|Criatura Academy]] (izlude 125, 257 or 130, 257) in [[Izlude]]. | | Alternatively, after attaining [[Job Level]] 10, advance to a Merchant class at [[Training Grounds|Criatura Academy]] (izlude 125, 257 or 130, 257) in [[Izlude]]. |
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| | == Starter Equipment == |
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| | The [[Episode One]] quest line gives you good starting equipment for your class and build. Though it is better than the [[Kingdom Guild]] equipment, that set is also an option to start out. |
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| ==Class Data== | | ==Class Data== |
Revision as of 23:07, 14 August 2024
Merchant
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Job Base(s): |
Novice
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Job Type: |
First
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Race: |
Human
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Changes At: |
Alberta
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Number of Skills: |
10
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Total Skill Points: |
61
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Total Quest Skills: |
3
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Job Bonuses
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STR |
AGI |
VIT |
INT |
DEX |
LUK
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+5 |
+1 |
+4 |
+1 |
+5 |
+2
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Overview
Always on the lookout for profit, Merchants are the economic experts of Ragnarok Online. Setting out to make a fortune, playing as a Merchant will allow the player to get the most out of every last zeny. Merchants are also handy with items, being able to carry far more than other classes thanks to their Enlarge Weight Limit and Pushcart abilities.
Although a Merchant is bound to feel more at home at the marketplaces and auction houses of Rune-Midgard, they can still hold their own in battle, specially when it comes to defending their wares. Inherently sturdy, Merchants are able to equip most of the game's heavy armor and melee weapons, allowing good defense and decent attack.
After a life of buying and selling items, Merchant second jobs provide the possibility of making their own. Merchants can choose to change into a Blacksmith or an Alchemist at Job levels 40 to 50.
Starting stats for merchants depend mostly on whether the player wishes to make a battle-oriented character or concentrate on the stats needed after job change in order to make items successfully. In the first case, a swordsman-like starting build is a good idea, both in its VIT and AGI variants. In the second case, the player should keep in mind that Blacksmiths' forging success and Alchemists' potion mixing depend heavily on high DEX and LUK, as well as INT in the case of Alchemists.
Job Changing
Once you are Job Level 10, head to Alberta and enter the Merchant Guild in the southwest corner alberta3642. Inside, talk to Guildsman Mahnsoo (Merchant) behind the desk, who changes your job to Merchant. You are also rewarded with a Novice Battle Axe [3].
Alternatively, after attaining Job Level 10, advance to a Merchant class at Criatura Academy (izlude 125, 257 or 130, 257) in Izlude.
Starter Equipment
The Episode One quest line gives you good starting equipment for your class and build. Though it is better than the Kingdom Guild equipment, that set is also an option to start out.
Class Data
Skills
See Alchemist Skills or Blacksmith Skills for 2nd class skills.
Skill
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COMING SOON!
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COMING SOON!
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Quest Skills
Job Bonuses
Job Bonus
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5
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STR |
10 |
22 |
40 |
44 |
49
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AGI |
33 |
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VIT |
2 |
18 |
30 |
47 |
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INT |
26 |
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DEX |
6 |
14 |
38 |
42 |
50
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LUK |
36 |
46 |
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ASPD
External Links