Merchant

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{{CoDTJob|job=Merchant|tier=First|req=None|pic=codt_face_blank.gif}}
{{CoDTJob|job=Merchant|tier=First|req=None|pic=codt_face_blank.gif}}
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A trader that has learned to defend themself in combat.
 
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==General skills==
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=Job Origin Backgound=
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Item using and manipulation
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==Stats==
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Despite increasing tensions and conflict, worldwide trade has never been higher. However many soldiers have deserted their ranks to become local bandit lords and the roads aren't as safe as they once were. Merchants are traders that have learned to defend themselves in combat. They lack magical abilities and the combat experience of hardened criminals but won't go down without a fight. In times of crisis they're willing to break open some of their merchant stock to aid themselves and their allies.
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=Stats=
*Good stats: Evasion, Magic resist
*Good stats: Evasion, Magic resist
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*Bad stats: Max MP, Defense
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*Bad stats: Speed, Defense
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==Equip-able Weapons==
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=Equip-able Weapons=
*Knives
*Knives
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*Gloves (Chemist only)
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*Alchemist Gloves
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=Skill Tree=
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===Abilities===
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*Item Using moves
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**Basic Item Use (gives item command) Allows use of potions, ethers, and specific status-healing moves other than revives
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**Specilized Item Use (enhances item command) Allows use of mid potions, mid ethers, remedies, revives, and damaging items
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**Advanced Item Use (enhances item command) Allows use of high potions, high ethers, elixers, and statistic altering items
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*Item Enhancement moves
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**Dillute (ability, 10 MP, personal) Pick an item you can use with the Items command. Item is 80% effective but has a chance of being "free." Stacks with all other free item chance percentages.
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**Potent (ability, 15 MP, personal) Pick an item you can use with the Items command. Item is 120% effective.
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**Seperate (ability, 20 MP, personal) Pick an item you can use with the Items command. That item can have two different targets (or the same target twice), but each use is only 60% effective.
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**Bottle Throw (ability, 15 MP, range 3) Pick an item you can use with the Items command. That item affects you with 100% effectiveness, and then the empty bottle is thrown at an enemy and does about 80% damage of a physical attack.
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*Item Stash Tree
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**Soothing Stash (ability, 10 MP, range 1) Restores HP (of about the strength of a cure 1)
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**Acid Stash (ability, 20 MP, range 3) Deals non elmental damage (of about the strength of a level 1 elemental magic ability)
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**Gloopy Stash (ability, 15 MP, range 3) Lowers target's speed by 5% and evasion by 10.
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===Support===
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*Item Conservation - Random chance of item being used and kept in inventory for a free use.
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*JP Focus - Main job receives a boosted amount of JP; Sub job receives none.
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===Reaction===
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*Auto Potion - Automatically use a Potion (If one is in the player's inventory) after being attacked when health is below 50%.
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=Masters=
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*Item Mastery
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**Level 1: buying item cost -3% (stacks with all characters that have this mastery).
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**Level 2: item using abilities are 10% faster.
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**Level 3: all jobs gain the item command even without Merchant as a main or sub job.
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==Support==
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=Notes=
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Item Conservation - Random change of item being used and kept in inventory for a free use.<br />
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A balanced job stat-wise, though on low side on average and learning more towards mage. The basic item user healer. It can take some time to get the most of this job but with a large enough stash of items the merchant can be a very adaptive healer.
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JP Focus - Main job receives a boosted amount of JP; Sub job receives none.
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==Reaction==
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=Merchant as a Main Job=
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Merchants are pretty much one-trick ponies: they use items to heal people. If that's what you're looking for then this job will not disapoint. Items can be more effective than healing spells, but have much shorter range and need to be restocked so playing as a main job merchant can be costly after a time. Merchants have decent MP growth for a non-magic character so giving them a support job such as [[Medic]] or [[Distortionist]] or damage mage sub job like [[Elementalist]] or [[Empath]] can greatly increase their versitality.
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==Masters==
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=Merchant as a Sub Job=
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Item mastery (level 1: item cost -3% at shops, stacks with all others that have this master, level 2: use items faster, level 3: all jobs get the item command)
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Merchant sub job offers healing that doesn't require MP and a balanced stat growth, which can be useful for melee or support characters like [[Paladin]] that could benefit from additional healing abilities once in a while. However it is probably better to learn the item usage abilities and item masteries - you'll get the item command on any job without needing merchant as a main or sub job!
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==Notes==
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A balanced job stat-wise, though on low side on average and learning more towards mage. The basic item user healer. The only job in the game that gets item command regardless of subjob.
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[[Category:Control of Destiny Series]]
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[[CoDT Job List|Back to List of Jobs]]
[[Category:Control of Destiny Tactics]]
[[Category:Control of Destiny Tactics]]

Current revision as of 00:06, 31 December 2006

Merchant
Tier First
Requirements None
Weapons {{{wep}}}
Good Stats {{{gstat}}}
Bad Stats {{{bstat}}}

Contents

Job Origin Backgound

Despite increasing tensions and conflict, worldwide trade has never been higher. However many soldiers have deserted their ranks to become local bandit lords and the roads aren't as safe as they once were. Merchants are traders that have learned to defend themselves in combat. They lack magical abilities and the combat experience of hardened criminals but won't go down without a fight. In times of crisis they're willing to break open some of their merchant stock to aid themselves and their allies.

Stats

  • Good stats: Evasion, Magic resist
  • Bad stats: Speed, Defense

Equip-able Weapons

  • Knives
  • Alchemist Gloves

Skill Tree

Abilities

  • Item Using moves
    • Basic Item Use (gives item command) Allows use of potions, ethers, and specific status-healing moves other than revives
    • Specilized Item Use (enhances item command) Allows use of mid potions, mid ethers, remedies, revives, and damaging items
    • Advanced Item Use (enhances item command) Allows use of high potions, high ethers, elixers, and statistic altering items
  • Item Enhancement moves
    • Dillute (ability, 10 MP, personal) Pick an item you can use with the Items command. Item is 80% effective but has a chance of being "free." Stacks with all other free item chance percentages.
    • Potent (ability, 15 MP, personal) Pick an item you can use with the Items command. Item is 120% effective.
    • Seperate (ability, 20 MP, personal) Pick an item you can use with the Items command. That item can have two different targets (or the same target twice), but each use is only 60% effective.
    • Bottle Throw (ability, 15 MP, range 3) Pick an item you can use with the Items command. That item affects you with 100% effectiveness, and then the empty bottle is thrown at an enemy and does about 80% damage of a physical attack.
  • Item Stash Tree
    • Soothing Stash (ability, 10 MP, range 1) Restores HP (of about the strength of a cure 1)
    • Acid Stash (ability, 20 MP, range 3) Deals non elmental damage (of about the strength of a level 1 elemental magic ability)
    • Gloopy Stash (ability, 15 MP, range 3) Lowers target's speed by 5% and evasion by 10.

Support

  • Item Conservation - Random chance of item being used and kept in inventory for a free use.
  • JP Focus - Main job receives a boosted amount of JP; Sub job receives none.

Reaction

  • Auto Potion - Automatically use a Potion (If one is in the player's inventory) after being attacked when health is below 50%.

Masters

  • Item Mastery
    • Level 1: buying item cost -3% (stacks with all characters that have this mastery).
    • Level 2: item using abilities are 10% faster.
    • Level 3: all jobs gain the item command even without Merchant as a main or sub job.

Notes

A balanced job stat-wise, though on low side on average and learning more towards mage. The basic item user healer. It can take some time to get the most of this job but with a large enough stash of items the merchant can be a very adaptive healer.

Merchant as a Main Job

Merchants are pretty much one-trick ponies: they use items to heal people. If that's what you're looking for then this job will not disapoint. Items can be more effective than healing spells, but have much shorter range and need to be restocked so playing as a main job merchant can be costly after a time. Merchants have decent MP growth for a non-magic character so giving them a support job such as Medic or Distortionist or damage mage sub job like Elementalist or Empath can greatly increase their versitality.

Merchant as a Sub Job

Merchant sub job offers healing that doesn't require MP and a balanced stat growth, which can be useful for melee or support characters like Paladin that could benefit from additional healing abilities once in a while. However it is probably better to learn the item usage abilities and item masteries - you'll get the item command on any job without needing merchant as a main or sub job!

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