Home/Classes/Merchant

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Merchant

A life of peace and profits. Cannot fight, can sell.

Plays as
Utility
Difficulty
Easy to pick up
Skills
3
Weapons
None

At a glance

Changes from
Orphan

How it plays

What it is

  • Available from the very start. Change at base level 1, at the Merchant Envoy near the backroom in the Orphanage.
  • Cannot level up at all. That is the trade.
  • Three skills, all learned at job change.
  • Free travel between the Orphanage and Alberta, and a cart anywhere, any time, from an exclusive item.

The job change quest

Start
Merchant Representative Ellen, Orphanage va_orpha 196,300
Required
Orphan, and nothing else
What you do
  • Tell Ellen you want to take up the merchant life.
  • Agree to the restrictions that come with it while you are still low level.
  • That is the whole of it. She hands you the licence there and then.
What you get
  • The Merchant job
  • A Merchant Licence

Skills

All 3 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.

SupportivePassive

Supportive1

Passive2

In the database Every number for every one of these Damage formulas, SP per level, cooldowns, cast times, weapon requirements and what each skill ignores. (opens the database, another site)

This job is new in the Refuge, so there is no inherited documentation for it. Everything here comes from the designer's own posts.