Merchant

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Revision as of 22:57, 27 December 2006 by Harvey (Talk | contribs)
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 has 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 Tree
    • Level 1: Basic Item Use (gives item command) Allows use of potions, ethers, and specific status-healing moves other than revives
    • Level 2: Specilized Item Use (enhances item command) Allows use of mid potions, mid ethers, remedies, revives, and damaging items
    • Level 3: Advanced Item Use (enhances item command) Allows use of high potions, high ethers, elixers, and statistic altering items
  • Item Enhancement Tree
    • Level 1: 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.
    • Level 2: Potent (ability, 15 MP, personal) Pick an item you can use with the Items command. Item is 120% effective.
    • Level 3: 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.
    • Level 4: 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
    • Level 1: Soothing Stash (ability, 10 MP, range 1) Restores HP (of about the strength of a cure 1)
    • Level 2: Acid Stash (ability, 20 MP, range 3) Deals non elmental damage (of about the strength of a level 1 elemental magic ability)
    • Level 3: 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.

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