Merchant: Difference between revisions

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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]].


==Builds==
== Starter Equipment ==
''See [[Blacksmith#Builds|Blacksmith Builds]] or [[Alchemist#Builds|Alchemist Builds]] for build strategies.''


===Stats===
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.
*[[STR]]: Increases [[Weight Limit]] and [[ATK]] (Note: Weight limit is increased only by base STR, bonus points from job level and others don't increase it at all).
*[[AGI]]: Increases [[ASPD]] and [[Flee]].
*[[VIT]]: Increases max[[HP]], HP regeneration, resistance against several [[Status Effects]], Soft[[DEF]], Soft[[mDEF]] and the efficiency of healing items.
*[[INT]]: Increases max[[SP]], SP regeneration, resistance against several [[Status Effects]], Soft[[mDEF]] and the efficiency of SP recovery items.
*[[DEX]]: Increases [[Hit]], [[ASPD]], and [[ATK]].
*[[LUK]]: Increases [[Critical]], [[ATK]], [[Perfect Dodge]] and resistance against several [[Status Effects]].
 
== Equipment ==
Merchants can use most types of armour available to swordsmen and thieves: standard armour up to chain mail, boots, manteaus and bucklers. They can also wear saint's robes and the merchant-only Lord's Clothes.
 
Merchants fight with [[Dagger]]s, [[One Handed Sword|One-handed swords]], [[Mace]]s and [[Axe]]s, however, they do not have any mastery or weapon-dependant skills until they become [[Blacksmith]]s or [[Alchemist]]s.


==Class Data==
==Class Data==
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{| class="wikitablec sortable"
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! Skill !! Description !! Levels !! Type
! Skill
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| {{Skill_List |skill=Discount}}
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| {{Skill_List |skill=Vending}}
| {{Skill_List |skill=Vending}}
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| {{Skill_List |skill=Axe Mastery}} COMING SOON!
| {{Skill_List |skill=Axe Mastery}}
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| {{Skill_List |skill=Cart Boost}}
|}
|}



Latest revision as of 16:58, 23 August 2024

Merchant
Merchant.png
Job Base(s): Novice
Job Type: First
Race: Human
Changes At: Alberta
Number of Skills: 10
Total Skill Points: 61
Total Quest Skills: 3
Job Bonuses
STR AGI VIT INT DEX LUK
+5 +1 +4 +1 +5 +2

Overview

MechantATK.jpeg

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
Discount.png Discount
Enlarge Weight Limit.png Enlarge Weight Limit
Item Appraisal.png Item Appraisal
Mammonite.png Mammonite
Overcharge.png Overcharge
Pushcart.png Pushcart
Vending.png Vending
Axe Mastery.png Axe Mastery
Cart Boost.png Cart Boost

Quest Skills

Skill Job Level
Requirement
Quest
Cart Revolution.png Cart Revolution
35 Cart Revolution Quest
Change Cart.png Change Cart
30 Change Cart Quest
Crazy Uproar.png Crazy Uproar
15 Crazy Uproar Quest
Buying Store Skill.png Buying Store Skill
30 Open Buying Store Quest
Change Cart 2.png Change Cart 2
None Cart Decoration Quest

Job Bonuses

Job Bonus
Stat\Amount +1 +2 +3 +4 +5
STR 10 22 40 44 49
AGI 33
VIT 2 18 30 47
INT 26
DEX 6 14 38 42 50
LUK 36 46

ASPD

Equip Attack Speed From Novice
Bare Handed 156 0
Shield -5 +5
Dagger -12 +3
Sword (One Handed) -12 +5
Axe (One Handed) -8 +2
Axe (Two Handed) -15 N/A
Mace -10 0
ASPD Potions Usable
645.png Concentration
656.png Awakening
657.png Berserk

External Links