PropertyValue
rdf:type
rdfs:label
  • Merchant
  • Merchant
  • Merchant
  • Merchant
rdfs:comment
  • Merchant
  • A merchant
  • The merchant may be inaccessible inside a cursed area until the Guardian Sapling is restored, but is usually available for business as soon as Amaterasu and Chibiterasu can safely approach. Not all merchants carry the same supplies. Some have extremely rare merchandise (unusual items, specific Key items, or even Divine Instruments) that are available from only one or two others, if any. These are noted in the "rare items" category. (Some merchandise is semi-rare and is not available from all sources, such as Mermaid Coins and bags of Gold Dust, but these are not counted as "rare items" below.)
  • A player may enter merchant mode to sell certain items to other players. Entering merchant mode costs 0.01% of the total price of all items in your shop. Once a shop is sold out completely, it is removed from the map. For other methods of selling your items, see the Sales Guide.
  • Merchant is one of the many role-playing subclasses in Elder Tale.
  • The Weapons Merchant, known in the localization simply as the "Merchant", is a Ganado pseudo-character that appears in Resident Evil 4 as means for the player to upgrade, sell, and purchase weapons. Another Merchant appears in the iPhone game Resident Evil: Degeneration.
  • The Merchant or Dealer is a class in the Dragon Quest game series series. Merchants have the ability to pick up additional gold after a battle. The amount of gold is dependent on the type of monsters which were defeated. Merchants can also appraise items free of charge. In battle, merchants are only average in attack and defense, slightly better than a Priest. Out of all the classes, this is the only required to make class.
  • Merchants are everywhere in the galaxy, and represent a powerful elite. They are defined more by social skill than combat skill; knowing who to see and how to get by with a profit in just about every situation is their strength. The embodiment of merchant achievement are the Hutts, powerful, wealthy, and selfish to their slimy cores, but even the good guys need to buy X-wings once in awhile.
  • The Merchant is an NPC who appears when all players on a world have a combined total of at least 50 File:SilverCoin Small.gif and there is a Home for him to live in. Once the requirements are met, the Merchant will move into a vacant home in the player's world and begin to buy and sell items. When enemies are near, he will throw Throwing Knives at them. File:Terraria - How to get the Merchant
  • Merchant is a NPC in Icicle Castle and Shaitan City.
  • Merchants sell a variety of items, potions, food and consumables in Aion. Some merchants can change appearance or provide emotes to enhance your game playing. Most larger towns and outposts have at least a general merchant, while Pandaemonium and Sanctum have one of every type.
  • Merchant is a option on inventory. File:Placeholder
  • Merchants are adventurers who are officially affiliated with the Merchant Guild. They learn how to earn an income out of buying, selling and dealing with items in general, and in some cases can use the power of money or the items they carry as an asset in battle.
  • Merchant is an NPC that...
  • Merchant is an NPC.
  • Merchants are sellers of merchandise.
  • Merchant is a character class in Fire Emblem: Awakening. Merchant is a class that is exclusive for NPC Annas, however not the playable Anna, as she is a Trickster. So, no playable characters can have the merchant class. Merchants can only use Lances in battle.
  • From a distant land the old sage or known as old man. Is a wise weapons seller who came across special weapons to aide those in need of battling the red creatures. It is said he knew something about these weapons.
  • Merchants are NPCs who sell basic items and consumables including potions, scrolls, basic pet cards, and items required for performing alterations on some types of equipment.
  • The merchant or card shop manager is a clerk who owns the RPG Hobby Trading Cards shop.
  • The Merchant is where you can buy a vast variety of permanent and unlimited items as well as resell your unused items.
  • A merchant is a person who trades in products and commodities to amass wealth. Regardless of their origins, merchants can amass enough wealth allowing to attain power and influence. Cities such as Pentos, Qarth, and Astapor are ruled by elites of wealthy merchants. Some of these merchants, particularly those of Slaver's Bay, engage in the international slave trade.
  • Merchants in blue robes are a separate entity; they sell items for the Homestead
  • Merchants (also known as vendors) are the primary source of items and equipment in the world of Fallout, aside from scavenging or looting from dead enemies. Merchants operate out of either fixed stores or traveling caravans.
  • Pazarı sadece p2p yani parali üyeler kurabilir.Pazar kurduğunuzda dofus'dan çıkarsınız.Pazarlarınıza çeşitli eşyalar koyar,satarsınız.Pazar kurduğunuzda pazarınızdaki eşyaları koyduğunuz paranin 1 saatte %0.1 ini vermeniz zorunludur
  • Merchants are a Star Child class available in Conception 2. They are unique, TEC-savvy units that wield axes and hammers into battle. They are not initially unlocked, but quickly become unlocked by high-TEC mothers due to their low non-TEC stats.
  • The Merchant is an enemy encounter in Suikoden Tactics. The player will first encounter him in Merseto story mode. At second encounter at Terana Plains this enemy will automatically update it's level.
  • Like the Old Man, Old Woman and Secret Moblin, it is unknown if every Merchant that appears is the same character, or if many exist throughout Hyrule.
  • A merchant is a buyer and seller of items that can be found in any village, town or city. They sell you items for gold and they buy items in exchange for gold. There are many different types of merchants. Some are Brotherhood members who deal in armour an weapons. Some are from the Merchants Guild who deal in most items. Some are from the Giriza who deal in items for Assassins and Thieves, among them, Lockpicks. Others are from the Necromancers and the Society who deal in magical items. Although the former are the only ones that deal in Necromancy spell items and Necro staves.
  • Merchant samurai served the will of their clan, rather than their own ends, such as the Akindo or heimin merchants. Noble Merchants had a family name, and performed an important and distinct functions. The Yasuki, Daidoji and Ide were families with well-known Noble Merchants.
  • < [[w:|]][[Category: derivations|Merchant]] marchant < [[w:|]][[Category: derivations|Merchant]] marchant < [[w:|]][[Category: derivations|Merchant]] mercans (“‘a buyer’”), ppr. of mercor (“‘trade, traffic, buy’”) < merx (“‘merchandise, traffic’”) < merere (“‘to gain, buy, purchase, also deserve, merit’”); see mercy and merit.
  • Merchant is one of 22 playable character classes in ADOM. It is widely considered to be one of the weakest classes and therefore one of the hardest to play. This is due to the fact that shop transactions (which the class specializes in) are of relatively low importance in the game compared to combat or magic prowess. Merchants start with high amounts of gold but normally very poor equipment. This, combined with a shallow skill set, makes them hard to play in the early game, while their trading-related class powers typically provide little to no advantage in the mid- and late game. However, merchants do feature several interesting features which may satisfy a demand for a challenge or simply a change of gameplay.
  • Merchants are buyers and sellers of goods. Merchant is a popular profession, and those in the business range from humans and goblins to imps and abominations.
  • The Merchant is one of the initially available human units and one will join Marona's team automatically at the start of the game. As an artisan-type unit she is not well suited to battle, with her strongest stat being her high-average SPD. She has a low proficiency in all skills, with her highest being an average D in Physical and Time/Space arts. She will come with the Made of Money passive skill to help amass bordeaux faster and eventually learn the useful Mega Bonus to help raise her faster.
  • During Zhao's search for the Avatar, the merchant was told by the admiral to show Aang an ancient Air Nomad pendant as a way of luring him into the Fire Nation's clutches. In return, Zhao promised the man as many ancient Air Nomad relics as he desired.
  • Image:Merchant Object.jpg A merchant or store is an object in Neverwinter Nights that contains an inventory of items available for purchase, and that can buy items from a player character. These objects are often accessed by talking to a non-player character (NPC), who is sometimes also called a "merchant", but a module may provide other means of accessing a store. (For example, the Divining Pools in the original campaign can open a store when they are used by a player.) In addition, the relation between characters and store objects is not necessarily one-to-one; a single character might provide access to multiple stores, and multiple characters might provide access to the same store.
  • Merchants are NPC's(Non-player-character) who sell items and equipment. They also sell transports and pets. You can find merchants in most of the towns. They sell only basis equipment and weapons (so no stat+), and they only have weapons with a gap of 8 lvl's between them. Here are the merchants of Jangan: Thanks to Warforge Blacksmith Chulsan number: 20 Blacksmith’s shop Blacksmith of Jangan. Chulsan sells various weapons and shields, and repairs the equipments. He is the most famous artisan and extraordinary man who likes drinking. Armor trader Mrs Jang number: 21 Herbalist Yangyun number: 16
  • Merchants are NPCs who buy and sell items at a fixed price (as opposed to traders who offer a variable price based on supply and demand). Almost everything in your inventory can be sold, so long as it a gold value greater than zero (visible when you hover your mouse over the item). Quest items may not be sold, since they have a value of zero. Keep in mind that merchants buy things as half price. Selling to other players directly is always more profitable.
  • Image:Merchant.jpg The Merchant enables you to exchange one kind of resource for another for a little fee of 5 Xeronium per transaction. In other words: * you can 1 unit of Dilithium for 4 units of Trinium or 2 units of Citrine. * you can 1 unit of Citrine for 2 units of Trinium or half a unit of Dilithium. * you can 1 unit of Trinium for half a unit of Citrine or a quart unit of Dilithium. Note: Be advised that you can not use the Merchant when you are on a Moon
  • (This is a lightly modified version of the Artificer base class created by [1]) File:Engineer.png In the Netherworld, Magic is prevalent over science, however the growth of Netherscience over the years has led to the combination of both the arcane arts and scientific know how. Merchants, Also known as Engineers by some, are known to combine those arts flawlessly and use the abilities to craft powerful magical and mechanical items. Alignment: Any Hit Die: d6 All of the following are class features of the Merchant. Learning martial techniques is described in the Skills Section of this system.
  • Zeny talks, and nobody knows more about this fact than the Merchants. They are the dealers and traders of the realm, peddling things from the common to the bizarre. They don't just deal with Zeny though; a successful Merchant knows the balance of the economy, capable of knowing when a risk is worth taking. They are not above bashing their enemy with their earnings if the trade-off is a profitable one. Buying low and selling high, the Merchants of Midgard know when the price is right.
  • Merchants are used to move resources around Travian from village to village. When the marketplace is constructed it comes with a merchant, and one additional merchant is gained from every marketplace upgrade. Different races merchants can carry different amounts of resources. The NPC merchant is a non-playable character that you can trade 1-for-1 with using gold in the Marketplace.
  • Kaupankäynti on kenties helpoin tapa kerätä rahaa Runescapessa. (HUOM!, sivun tekemiseen ollaan käytetty huumoria.) Kuten oikeassa elämässä, periaate on yksinkertainen, eli myy kalliimmalla kuin ostat ja sinulle jää voittoa. Olen kuullut joidenkin sanovan tämän olevan huijausta, mutta kauppiaan tehtävä on ostaa tavaroita niitä myyviltä, koska he eivät halua tai osaa myydä niitä itse. Samoin ostaja ei halua kierrellä eri maailmoissa ostamassa pieniä eriä, vaan mielummin maksaa hieman enemmän, jotta saa haluamansa määrän.
  • Merchants sell a variety of different merchandise. The particular merchandise they sell depends on what kind of merchant they are. Items can also be sold back to merchants, however merchants pay only 10% of the standard price--a significant amount than what you would pay to buy the item. For this reason, using the warehouse to transfer items, no matter how inexpensive, to other characters is well worth the 5% commission. For a complete, sortable table of merchants and what they sell, see User:Data/Merchant/Sale Info. There are the following kinds of merchants:
  • A merchant or a vendor was an individual who sold goods or services to others in exchange for money or other goods. Such a person may also be called a trader. Such activity could occur in a place of business by a shopkeeper, or in any public place through direct transactions with potential customers. Cyrano Jones was a trader of such items as Spican flame gems, Antarean glow water, and tribbles. The latter caused him much trouble when he distributed them on Deep Space Station K-7 in 2268. (TOS: "The Trouble with Tribbles" )
  • Merchants make a living by trading in goods. Unlike Traders, they do not often deal directly with the public; they are generally wholesalers rather than retailers. Dealing in anything that will show a profit, Merchants travel widely to acquire and transport goods and attend all the great urban markets. Trading at the lesser country markets and fairs is usually left to underlings. Merchants will often be powerful and respected members of local councils and other governing bodies and the Merchants' Guild is a powerful organisation in its own right. Merchants are invariably wealthy and maintain at least one town house and several warehouses as well.
  • Merchants are civilian units used to collect rare resources to provide their benefits to the nation. They are immediately available at the Market and require both File:Timber.jpg Timber and File:Wealth.jpg Wealth to create. The Merchant unit may also pack itself again and move on to another resource. This might be useful, if the current resource lands in enemy territory and the Merchant unit starts to take attrition damage from it. Note that the Smelter upgrade Forage prevents attrition damage in enemy territory while deployed for Merchants, since they are not moving.
  • Merchants live in the Market and work out front by selling their goods from the Market Stalls. Players must fill these stalls before they can sell anything. Almost anything in your inventory can be sold for Simoles at the market stall. Tip: Bookcases are especially good investments for traders, as they can sell all of the books that turn up in their inventory.
owl:sameAs
Nation
  • earth
fifth
  • 40
Level
  • 8
  • 30
First game
Staff
  • 60
Row 14 info
Row 14 title
  • Allies
dcterms:subject
Ice
  • 150
Row 9 info
  • none
Row 8 info
  • Merchant
Darkness
  • 150
Row 4 info
  • 17
  • none
jmp
  • 1
Romaji Name
  • Kādo Ya no Tenchō
Battle Start
  • Sign right here, please.
Row 10 title
  • Current Residence
Row 7 title
  • weight
Agility
  • * +0.7 Attack * +1.3 Evasion * +0.3 Magic evasion
Soldiers
  • 1650
  • 1815
bow
  • 60
MDF
  • 17
  • 51
skill lv
  • Confirm to receive rewards / 10% chance
  • Confirm to receive rewards / 15% chance
Row 1 info
Row 8 title
  • Occupation
DEX
  • 0
  • 5
  • +5
Row 4 title
  • Family
  • Jump
Durability
  • * +1.0 Attack * +0.9 Defense
Hit points
  • 90
Row 9 title
  • Main Weapon
LVL
  • 15
WeaName
  • Sword
Agi
  • 1
  • +1
  • none
Row 2 info
  • 4
  • 65
Melee
  • 10
Row 6 info
  • 5
  • 15.0
Mag
  • 17
Row 1 title
  • Species
  • Types
procs
  • 1
Stamina
  • 8
JP Name
  • 武器商人
Hotkey
  • B
Skl
  • 19
Row 5 info
  • 20
  • Male
str
  • 0
  • 5
  • 16
  • +5
  • none
LUC
  • 12
  • 53
  • 2000
Row 2 title
  • Age
  • Remove
WeaPower
  • 37
CHA
  • 50
MOV
  • 5
Row 6 title
  • Guard
  • Height
ATK
  • 9
  • 40
  • 53
  • 1850
  • 2035
friendship max
  • A go-getter like you and sales
  • pro like me make a great team!
TEC
  • 80
R/N
  • Caucasian
Wisdom
  • * +1.9 MP * +0.5 Magic attack * +0.3 Magic defense
ja trans name
  • Card shop manager
Prerequisites
  • None
Row 10 info
  • none
Row 5 title
  • Gender
  • Steal
spd
  • 12
  • 19
  • 40
friendship event
  • And by that, I mean a marriage
  • Office romances are thrilling,
  • but I want it in writing!
  • contract!
battle end
  • This contract's null and void.
Wand
  • 60
Row 3 info
  • 45
  • Unknown
Rarity
  • Rare
  • Epic
  • N
Row 3 title
  • Homeworld
  • Move
saber
  • 70
Hands
Row 7 info
  • 168
Wis
  • none
login
  • We've got work to do!
  • Where've you been, boss!?
job type
  • 1
job level
  • 50
skillimage
  • Mc_cartrevolution.gif
  • Mc_changecart.gif
  • Mc_discount.gif
  • Mc_inccarry.gif
  • Mc_loud.gif
  • Mc_mammonite.gif
  • Mc_overcharge.gif
  • Mc_pushcart.gif
  • Mc_vending.gif
dbkwik:adventurequest/property/wikiPageUsesTemplate
dbkwik:ancardia/property/wikiPageUsesTemplate
dbkwik:atlantica/property/wikiPageUsesTemplate
dbkwik:avatar/property/wikiPageUsesTemplate
dbkwik:dofuswiki/property/wikiPageUsesTemplate
dbkwik:domo/property/wikiPageUsesTemplate
dbkwik:dragonage/property/wikiPageUsesTemplate
dbkwik:dragonquest/property/wikiPageUsesTemplate
dbkwik:elder-scrolls/property/wikiPageUsesTemplate
dbkwik:elderscrolls/property/wikiPageUsesTemplate
dbkwik:fallout/property/wikiPageUsesTemplate
dbkwik:fightingfantasy/property/wikiPageUsesTemplate
dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
dbkwik:fringe/property/wikiPageUsesTemplate
dbkwik:game--of--thrones/property/wikiPageUsesTemplate
dbkwik:gameofthrones/property/wikiPageUsesTemplate
dbkwik:gems-of-war/property/wikiPageUsesTemplate
dbkwik:guildwars/property/wikiPageUsesTemplate
dbkwik:interlingua/property/wikiPageUsesTemplate
dbkwik:l5r/property/wikiPageUsesTemplate
dbkwik:memory-alpha/property/wikiPageUsesTemplate
dbkwik:nintendo/property/wikiPageUsesTemplate
dbkwik:okami/property/wikiPageUsesTemplate
dbkwik:ragnarok/property/wikiPageUsesTemplate
dbkwik:resident-evil/property/wikiPageUsesTemplate
dbkwik:residentevil/property/wikiPageUsesTemplate
dbkwik:rune-scape/property/wikiPageUsesTemplate
dbkwik:runescape/property/wikiPageUsesTemplate
dbkwik:sealonline/property/wikiPageUsesTemplate
dbkwik:shaiya/property/wikiPageUsesTemplate
dbkwik:sims/property/wikiPageUsesTemplate
dbkwik:stargate/property/wikiPageUsesTemplate
dbkwik:starwars/property/wikiPageUsesTemplate
dbkwik:talismanonline/property/wikiPageUsesTemplate
dbkwik:terraria/property/wikiPageUsesTemplate
dbkwik:valkyriecrusade/property/wikiPageUsesTemplate
dbkwik:wowwiki/property/wikiPageUsesTemplate
dbkwik:yugi-oh/property/wikiPageUsesTemplate
dbkwik:yugioh/property/wikiPageUsesTemplate
dbkwik:zelda/property/wikiPageUsesTemplate
dbkwik:log-horizon/property/wikiPageUsesTemplate
dbkwik:rise-of-nations/property/wikiPageUsesTemplate
Homeland
Gold
  • 200
Affinity
  • Fire
End
  • 0
Box Title
  • Merchant
En Name
  • Card Shop Merchant
Voice
Appearances
WI
  • +2
Element
  • Fire
  • Cool
Water
  • 150
Energy
  • 150
PS
  • 1
Power
  • * +2.0 Attack
Armor
Weapon
Appearance
  • "Relics"
Organization
Affiliation
  • Earth Kingdom, Zhao
Fire
  • 150
Dexterity
  • * +1.0 Attack * +1.5 Accuracy * +0.2 Magic attack * +0.3 Magic accuracy * +0.1 Critical attack
Other
  • Mega Medicine x2
  • Flame Force Beed x2
Game
Hair
  • Black
MAT
  • 42
Magic
  • 10
LE
  • +1
Actor
Name
  • Merchant
  • Alchemist
  • Finley
  • Dwarf Lord
  • Weapons Merchant
MP
  • Lvl2: 0
  • Lvl3: 0
  • Lvl4: 0
  • Lvl1: 3
skincolor
  • Tan
Type
Portrait
  • 100
AP
  • +1
Romaji
  • Koueki Shounin
Caption
  • A Merchant's artwork from Fire Emblem: Awakening
  • Artwork of the Merchant
  • Merchant concept art for RO.
First
  • 40
  • Resident Evil 4
desc
  • 14400.0
  • Number of stall slots increased.
  • Flips coins and counts the heads as binary ones and tails as zeros to calculate damage. Higher levels get more heads.
  • Increases fixed HP recovery cast by %. 1/2 effect for non-Merchant occupations.
  • Produces Fire Snack that gives pet attack/defense a fire attribute.
  • Produces Wood Snack that gives pet attack/defense a wood attribute.
  • Cash withdrawal anytime, anywhere.
  • Gain 25% bonus Gold from battle.
  • Reduces tax rate on stall.
  • The ability to equip abacuses.
  • Uses money to make a coin shield that improves physical and magical defense.
  • Uses 5 IOUs to demand the enemy's life as payment.
  • You spot an old merchant making his way along.
  • Produces Earth Snack that gives pet attack/defense a earth attribute.
  • Attacks enemies in the surrounding area, but wastes a lot of money.
  • Produces Water Snack that gives pet attack/defense a water attribute.
  • Allows abacuses to be used regardless of job at % of their full strength.
  • Increases healing effect to 50% when using HP healing medicine on team members or pets.
  • Make a doubloon from coins and throws it at the enemy. More effective if it hits the enemy in the head, face, hand, or foot.
  • An attack that inflicts damage for an amount of gold. Damage is capped.
  • Increases healing effect to 50% when using MP healing medicine on team members or pets.
  • Produces Metal Snack that gives pet attack/defense a metal attribute.
  • Attacks the target with coins. Receive an IOU if successful.
  • Strap money to yourself to attract spirits of ill fortune. Improves team members' fighting chance but lowers yours.
  • Uses an abacus to extort payments by force. Each successful hit yields gold. 3 IOU is used for each attack.
dbkwik:dark-fall/property/wikiPageUsesTemplate
appears in anime
tot
  • + 9
Special Abilities
  • None
Row 17 info
Row 15 info
  • Rilux
Row 17 title
  • Fist appearance
Row 15 title
  • Enemies
Population points
Base cost
  • 30
Building time
  • 10.400000
Built at
Upgrades from
  • None
Ramping cost
  • 10
JOB CHANGE
  • Alberta
job base
job tier
  • 1
dbkwik:itlaw/property/wikiPageUsesTemplate
dbkwik:ophidia/property/wikiPageUsesTemplate
dbkwik:darkfall/property/wikiPageUsesTemplate
dbkwik:bitefight/property/wikiPageUsesTemplate
dbkwik:adom/property/wikiPageUsesTemplate
dbkwik:suikoden/property/wikiPageUsesTemplate
dbkwik:kingsquest/property/wikiPageUsesTemplate
dbkwik:riseofnations/property/wikiPageUsesTemplate
dbkwik:p-ro/property/wikiPageUsesTemplate
dbkwik:pro/property/wikiPageUsesTemplate
dbkwik:talesofpirates/property/wikiPageUsesTemplate
seventh
  • 53
Xbox
  • 1
Body
meet
  • Well, now, are you my new
  • boss? You're just my type.
imagewidth
  • 80
  • 250
Speaker
  • Merchant
Allies
Image caption
  • Merchants change in appearance with time, but their usefulness to their nation stays the same. These are their icons before and after the Industrial Age.
unnamed
  • true
ST
  • 0
Fourth
  • 51
Kanji
  • 交易商人
Mobile
  • 1
Title
  • Merchant
DEF
  • 7
  • 38
  • 54
  • 1800
  • 1980
Weapons
Sword
  • 70
XP
  • 0
Skill
  • 3
  • Extortion
  • Blood Money
  • Overcharge
  • Battle Lust/D
  • Counter Attack/D
  • Guard/E
  • Mammonite
  • Skill Legend: Name/Rank
  • Pushcart
  • Stall Upgrade
  • Mathemattack
  • Abacus Mastery
  • Bankeruption
  • Cart Revolution
  • Cash Windfall
  • Cash Withdrawal
  • Change Cart
  • Coin Toss
  • Construct Coin Shield
  • Crazy Uproar
  • Discount
  • Doubloon Discharge
  • Enlarge Weight Limit
  • Equip Abacus
  • HP Medicine Boost
  • MP Medicine Boost
  • Make Earth Munchies
  • Make Fire Munchies
  • Make Metal Munchies
  • Make Water Munchies
  • Make Wood Munchies
  • Money Rain
  • Special Contract
  • Strapped for Cash
  • Tax Break
  • Underwrite Life Insurance
  • Vending
Enemies
Image size
  • 320
Class
  • B
  • Unknown
Note
  • A peddler who wants to settle down in a good town and start a business.
Description
  • Born to close deals, this stone cold merchant could get you to sell your own soul.
  • He teaches some Basic Skills: *Trade *Form a Chatroom *Open a Seller's Kiosk *Open a Buyer's Kiosk
firstgame
  • The Legend of Zelda
Cost
  • 19
  • 23
Light
  • 150
friendship
  • Leave all the cold calls and
  • hard sells to me!
dbkwik:phantombrave/property/wikiPageUsesTemplate
dbkwik:conception2/property/wikiPageUsesTemplate
ma
  • 0
Image
  • merchant.png
PE
  • +1
Profession
  • Merchant of relics
Earth
  • 150
int
  • 1
  • 7
  • 50
  • +1
  • none
fan
  • 60
Occupation
  • Merchant
  • Card shop owner
third
  • 42
to
  • 0
HP
  • 12
  • 125
Wind
  • 150
RES
  • 6
Ja Name
  • カード屋の店長
CH
  • +3
musical instrument
  • 60
Image File
  • old man-icon.png
Gender
  • Male
Race
Second
  • 54
Unit Type
Ranged
  • 10
Quote
  • Hi! Make yourself at home. I've got special items in today.
sixth
  • 80
pdf
  • 18
Eva
  • 16
Physique
  • * +Non-linear HP * +1.0 Attack * +0.3 Defense * +0.1 Magic defense
Nationality
Location
wikipage disambiguates
Row 11 info
  • none
Row 13 info
  • none
DX
  • +1
Row 12 title
  • armor
Attack strength
  • 0
Class Name
  • Merchant
Upgrades To
  • None
Row 12 info
  • none
Row 13 title
  • Team members
Line of Sight
  • 3
Vit
  • 4
  • +4
  • none
Axe
  • 80
Luk
  • 2
  • +2
Movement Speed
  • 23
spear
  • 60
Row 11 title
  • Affiliation
HP E
  • +5%
INT E
  • 0.0
base agility
  • 7
base durability
  • 12
ATK E
  • -5.0
passive skills
DEF E
  • 0.0
base physique
  • 7
RES E
  • 0.0
baton
  • 0
boxing glove
  • 60
base wisdom
  • 6
base dexterity
  • 7
base power
  • 19
abacus
  • 100
SPD E
  • +10%
active skills
syringe
  • 60
Dagger
  • 70
abstract
  • Merchant
  • A merchant
  • The merchant may be inaccessible inside a cursed area until the Guardian Sapling is restored, but is usually available for business as soon as Amaterasu and Chibiterasu can safely approach. Not all merchants carry the same supplies. Some have extremely rare merchandise (unusual items, specific Key items, or even Divine Instruments) that are available from only one or two others, if any. These are noted in the "rare items" category. (Some merchandise is semi-rare and is not available from all sources, such as Mermaid Coins and bags of Gold Dust, but these are not counted as "rare items" below.)
  • A player may enter merchant mode to sell certain items to other players. Entering merchant mode costs 0.01% of the total price of all items in your shop. Once a shop is sold out completely, it is removed from the map. For other methods of selling your items, see the Sales Guide.
  • Merchants live in the Market and work out front by selling their goods from the Market Stalls. Players must fill these stalls before they can sell anything. Almost anything in your inventory can be sold for Simoles at the market stall. Tip: Bookcases are especially good investments for traders, as they can sell all of the books that turn up in their inventory. Once you have stocked your stall with the Kingdom's found treasures (Or trash), you can open it for business! When the market stalls are open, various sims will browse and buy the items you are selling. Special interactions (Some of which are key to your responsibilities) are available when the stalls are open. These interactions include; Butter Up, Compliment Taste, Hustle, and Persuade to Buy. Merchants can also trade by boat, sailing to other territories to swap goods. This takes more time since setting up a trade involves a number of steps (Open the cargo hold, place items from inventory in the cargo, merchant disembarks, then gets on the boat again to sail to other territories), so using this method to do business will earn less Experience Points (XP) per minute compared to selling from the stall. But since importing does not require a successful level or a high focus, earning Simoles and XP using this method will always succeed.
  • Merchant is one of the many role-playing subclasses in Elder Tale.
  • The Weapons Merchant, known in the localization simply as the "Merchant", is a Ganado pseudo-character that appears in Resident Evil 4 as means for the player to upgrade, sell, and purchase weapons. Another Merchant appears in the iPhone game Resident Evil: Degeneration.
  • The Merchant or Dealer is a class in the Dragon Quest game series series. Merchants have the ability to pick up additional gold after a battle. The amount of gold is dependent on the type of monsters which were defeated. Merchants can also appraise items free of charge. In battle, merchants are only average in attack and defense, slightly better than a Priest. Out of all the classes, this is the only required to make class.
  • Merchants are everywhere in the galaxy, and represent a powerful elite. They are defined more by social skill than combat skill; knowing who to see and how to get by with a profit in just about every situation is their strength. The embodiment of merchant achievement are the Hutts, powerful, wealthy, and selfish to their slimy cores, but even the good guys need to buy X-wings once in awhile.
  • Zeny talks, and nobody knows more about this fact than the Merchants. They are the dealers and traders of the realm, peddling things from the common to the bizarre. They don't just deal with Zeny though; a successful Merchant knows the balance of the economy, capable of knowing when a risk is worth taking. They are not above bashing their enemy with their earnings if the trade-off is a profitable one. Buying low and selling high, the Merchants of Midgard know when the price is right. Merchants change from Novices who have gained 10 Job levels. As implied by their name, these jobs handle the economy of Ragnarok Online. They have skills allowing them to buy cheaper from NPCs and sell their loots at a higher price. They are also capable of setting up shop anywhere, allowing other people to buy their items even if the owner is away from the computer. Merchants are not too shabby in battle either, capable of dealing damage greater than even a Swordsman's Bash, although it does come at a cost. And even though their normal attacks aren't that strong or fast, they are capable of equipping most melee weapons. Upon reaching at least Job Level 40, the Merchant can change into either the Blacksmith or Alchemist class.
  • The Merchant is an NPC who appears when all players on a world have a combined total of at least 50 File:SilverCoin Small.gif and there is a Home for him to live in. Once the requirements are met, the Merchant will move into a vacant home in the player's world and begin to buy and sell items. When enemies are near, he will throw Throwing Knives at them. File:Terraria - How to get the Merchant
  • Merchant is a NPC in Icicle Castle and Shaitan City.
  • Image:Merchant Object.jpg A merchant or store is an object in Neverwinter Nights that contains an inventory of items available for purchase, and that can buy items from a player character. These objects are often accessed by talking to a non-player character (NPC), who is sometimes also called a "merchant", but a module may provide other means of accessing a store. (For example, the Divining Pools in the original campaign can open a store when they are used by a player.) In addition, the relation between characters and store objects is not necessarily one-to-one; a single character might provide access to multiple stores, and multiple characters might provide access to the same store. (Of note is the separation of the store object's inventory and the NPC's inventory. The death of an NPC merchant does not result in the store object's inventory becoming "loot". Rather, that death often causes the store's inventory to become completely inaccessible.) Purchasing and selling is accomplished from a window similar to the players' inventory; items that are to be bought (or sold) can be dragged and dropped from merchant to player inventory (or vice versa). In addition, when a store's inventory is shown to a player, double-clicking can be used to buy or sell, and the buy/sell option is part of the item's radial menu. Not all items can be sold at all stores, though. Some stores will only buy items (from a player) of a certain type, and many stores will not buy items that have been flagged as stolen. (Those that do buy stolen goods often offer less gold for them than they would had the item not been stolen.) The exact prices offered by a store are set by the module builder as percentages of each item's base value, with a possible addition/subtraction to/from these percentages resulting from an appraise check. (If there is an appraise check, the opposed skill comes from the NPC who opened the store. This is the only time when the NPC affects purchasing and buying.) Each store has three percentages – one for selling (to players), one for the buying (from players) of normal items, and one for the buying of stolen items. The defaults for these are 150%, 35%, and 25%, respectively. In addition, a store may have a maximum price that it will offer for items bought from a player, and a store may have a limited amount of gold available. (A store that runs out of gold will no longer buy items from players. A store's gold is replenished when it makes a sale.) Since a store's inventory may contain numerous items, it is separated into five categories (each with its own tab): "Clothing and Armor", "Weapons", "Scrolls and Potions", "Magic Items", and "Miscellaneous". If this division still results in more than one page of items in a category, the left and right arrows on either side of that tab's title may be used to navigate through the pages. Initially, the inventory window opens to the first of these categories that has an item for sale (or to "Clothing and Armor" if the store's inventory is empty). Stores may offer to identify unknown items. The price for this service is set by the module builder; the default price is 100 gp. If a store offers this service, examining an unidentified object while the store is open will enable the "Identify" button in the lower left of the panel and text noting the cost of identification will conclude the item's description.
  • Merchants sell a variety of items, potions, food and consumables in Aion. Some merchants can change appearance or provide emotes to enhance your game playing. Most larger towns and outposts have at least a general merchant, while Pandaemonium and Sanctum have one of every type.
  • Merchant is a option on inventory. File:Placeholder
  • Merchants are adventurers who are officially affiliated with the Merchant Guild. They learn how to earn an income out of buying, selling and dealing with items in general, and in some cases can use the power of money or the items they carry as an asset in battle.
  • Merchant is an NPC that...
  • Merchant is an NPC.
  • Merchants are sellers of merchandise.
  • Kaupankäynti on kenties helpoin tapa kerätä rahaa Runescapessa. (HUOM!, sivun tekemiseen ollaan käytetty huumoria.) Kuten oikeassa elämässä, periaate on yksinkertainen, eli myy kalliimmalla kuin ostat ja sinulle jää voittoa. Olen kuullut joidenkin sanovan tämän olevan huijausta, mutta kauppiaan tehtävä on ostaa tavaroita niitä myyviltä, koska he eivät halua tai osaa myydä niitä itse. Samoin ostaja ei halua kierrellä eri maailmoissa ostamassa pieniä eriä, vaan mielummin maksaa hieman enemmän, jotta saa haluamansa määrän. Runescapen erikoisuus on useat maailmat (world), joista numerot 10 ja alle ovat suosituimpia. Oikeat hinnat saattavat vaihdella, joten kannattaa ensiksi seurata käypiä hintoja, ennekuin alkaa käymään kauppaa.
  • The Merchant is one of the initially available human units and one will join Marona's team automatically at the start of the game. As an artisan-type unit she is not well suited to battle, with her strongest stat being her high-average SPD. She has a low proficiency in all skills, with her highest being an average D in Physical and Time/Space arts. She will come with the Made of Money passive skill to help amass bordeaux faster and eventually learn the useful Mega Bonus to help raise her faster. She has a low-average confinement time and movement range, but a slightly higher steal success rate than other base units. The Merchant's main focus is for her use of Phantom Isle as she is the only unit used to buy or sell various items. What's more, when not used in-battle there's a chance she will earn bordeaux upon your return to Phantom Isle. The level of the weapons she is able to sell is based on her current level, for example if she is at level 10 most her merchandise will be between levels 8 and 12. The type of weapons and their titles will also be determined by her level; earning all possible sell-able weapons by level 100 with all possible sell-able titles by level 127, however she is unable to sell the top few tiers of any weapon type, which can only be obtained through random dungeon bosses. If the Merchant has accumulated any Dark Points through killing allies, then her merchandise will have Dark Points as well reflected by her total amount (For example; If Merchant has 2 DP, merchandise will have 1 DP).
  • Merchants sell a variety of different merchandise. The particular merchandise they sell depends on what kind of merchant they are. Items can also be sold back to merchants, however merchants pay only 10% of the standard price--a significant amount than what you would pay to buy the item. For this reason, using the warehouse to transfer items, no matter how inexpensive, to other characters is well worth the 5% commission. For a complete, sortable table of merchants and what they sell, see User:Data/Merchant/Sale Info. There are the following kinds of merchants: There are also Professional Traders but they only buy stuff, and don't sell anything.
  • Merchant is a character class in Fire Emblem: Awakening. Merchant is a class that is exclusive for NPC Annas, however not the playable Anna, as she is a Trickster. So, no playable characters can have the merchant class. Merchants can only use Lances in battle.
  • Merchants make a living by trading in goods. Unlike Traders, they do not often deal directly with the public; they are generally wholesalers rather than retailers. Dealing in anything that will show a profit, Merchants travel widely to acquire and transport goods and attend all the great urban markets. Trading at the lesser country markets and fairs is usually left to underlings. Merchants will often be powerful and respected members of local councils and other governing bodies and the Merchants' Guild is a powerful organisation in its own right. Merchants are invariably wealthy and maintain at least one town house and several warehouses as well. * Evaluate * Haggle * Magical Sense * Numismatics * Read/Write * Ride * Secret Language: Guilder * Speak Additional Language * Super Numerate * Town house * Warehouse * 2500 Gold Crowns (for trading) * D3 scribes * D3 muleteers each with D10 pack horses or a 75% share in a merchant ship * Explorer
  • From a distant land the old sage or known as old man. Is a wise weapons seller who came across special weapons to aide those in need of battling the red creatures. It is said he knew something about these weapons.
  • Merchants are NPCs who sell basic items and consumables including potions, scrolls, basic pet cards, and items required for performing alterations on some types of equipment.
  • The merchant or card shop manager is a clerk who owns the RPG Hobby Trading Cards shop.
  • The Merchant is where you can buy a vast variety of permanent and unlimited items as well as resell your unused items.
  • Merchants are NPC's(Non-player-character) who sell items and equipment. They also sell transports and pets. You can find merchants in most of the towns. They sell only basis equipment and weapons (so no stat+), and they only have weapons with a gap of 8 lvl's between them. Here are the merchants of Jangan: Thanks to Warforge Blacksmith Chulsan number: 20 Blacksmith’s shop Blacksmith of Jangan. Chulsan sells various weapons and shields, and repairs the equipments. He is the most famous artisan and extraordinary man who likes drinking. Armor trader Mrs Jang number: 21 Protector shop Woman who sells the protector in Jangan. She lives lonely after her father died in the course of crossing the Silk Road. She is the famous shop’s owner. Herbalist Yangyun number: 16 Potion shop He sells various potions, herbs and liquors. He is the general old man and reticent. Grocery trader Jinjin number: 17 General goods shop She sells various accessories and tools. She is jokester and likes the interference. But she cares for the young brother and children without parents. Stable-keeper Machun number: 22 Stable He keeps the large stable in Jangan. He likes to be with the horses. He seems to be mean-spirited and naturally pure. Trade shop Jodaesan number: 18 Specialties shop He sells all specialties brought into Jangan exclusively. He is the calculating character and not a miser. She is skillful in judging the value of the goods and is confided by the merchants. Storekeeper Sansan number: 19 Storehouse She has pure heart and is cheerful. She relies on Wangu with all her heart. Storekeeper Wangu number: 19 Storehouse Paedo keeps the goods of the users in Jangan. He resembles Sansan in Donwhang. But nobody knows the relation between both. Hunter guild Gwakwi number: 6 Hunter guild Manage the hunters in Jangan. He is the manager of the hunter guild Merchant guild Leegun number: 18 Specialties shop Manage the merchant in Jangan. He is the manager of the merchant guild Gisaeng Yumi number: 28 Barroom street She was an orphan and entered the red-light district to survive by herself. She colludes with the bandit group and can enter the bandit town.
  • A merchant is a person who trades in products and commodities to amass wealth. Regardless of their origins, merchants can amass enough wealth allowing to attain power and influence. Cities such as Pentos, Qarth, and Astapor are ruled by elites of wealthy merchants. Some of these merchants, particularly those of Slaver's Bay, engage in the international slave trade.
  • Merchants are civilian units used to collect rare resources to provide their benefits to the nation. They are immediately available at the Market and require both File:Timber.jpg Timber and File:Wealth.jpg Wealth to create. To gain the benefits of a rare resource, a Merchant needs to deploy next to it, thereby turning itself into a small 'building' (it remains a unit, though, and takes damage like the mobile Merchant unit). Only one Merchant unit per nation is allowed to harvest a particular resource location. However, each nation may deploy its own Merchant next to a resource. Sending Merchants to rare resources located in friendly/allied territory is a common strategy. The Merchant unit may also pack itself again and move on to another resource. This might be useful, if the current resource lands in enemy territory and the Merchant unit starts to take attrition damage from it. Note that the Smelter upgrade Forage prevents attrition damage in enemy territory while deployed for Merchants, since they are not moving. * Nubian Merchants are 10% cheaper to create and have 50% more hit points. They also get a 50% bonus on the basic gather rate, if they harvest a resource within their nations borders. Prior to version 03.02.12.0800, Nubian Merchants were 50% cheaper to create. * Chinese Merchants are created instantly. * The Dutch (Thrones & Patriots) have a unique Merchant unit called Armed Merchant. It is equipped with a light weapon to provide basic defense against raiding attacks. When attacking while deployed, it temporarily ceases providing the bonuses of the rare resource. The Dutch also start with two free Armed Merchants.
  • Merchants in blue robes are a separate entity; they sell items for the Homestead
  • Image:Merchant.jpg The Merchant enables you to exchange one kind of resource for another for a little fee of 5 Xeronium per transaction. In other words: * you can 1 unit of Dilithium for 4 units of Trinium or 2 units of Citrine. * you can 1 unit of Citrine for 2 units of Trinium or half a unit of Dilithium. * you can 1 unit of Trinium for half a unit of Citrine or a quart unit of Dilithium. The system does allow you to convert one type of resource into the other 2 types, as long as you have enough original resource to exchange as well as the required 5 Xeronium to pay for the transaction. Note: Be advised that you can not use the Merchant when you are on a Moon
  • Merchants (also known as vendors) are the primary source of items and equipment in the world of Fallout, aside from scavenging or looting from dead enemies. Merchants operate out of either fixed stores or traveling caravans.
  • Pazarı sadece p2p yani parali üyeler kurabilir.Pazar kurduğunuzda dofus'dan çıkarsınız.Pazarlarınıza çeşitli eşyalar koyar,satarsınız.Pazar kurduğunuzda pazarınızdaki eşyaları koyduğunuz paranin 1 saatte %0.1 ini vermeniz zorunludur
  • Merchants are a Star Child class available in Conception 2. They are unique, TEC-savvy units that wield axes and hammers into battle. They are not initially unlocked, but quickly become unlocked by high-TEC mothers due to their low non-TEC stats.
  • The Merchant is an enemy encounter in Suikoden Tactics. The player will first encounter him in Merseto story mode. At second encounter at Terana Plains this enemy will automatically update it's level.
  • Like the Old Man, Old Woman and Secret Moblin, it is unknown if every Merchant that appears is the same character, or if many exist throughout Hyrule.
  • (This is a lightly modified version of the Artificer base class created by [1]) File:Engineer.png In the Netherworld, Magic is prevalent over science, however the growth of Netherscience over the years has led to the combination of both the arcane arts and scientific know how. Merchants, Also known as Engineers by some, are known to combine those arts flawlessly and use the abilities to craft powerful magical and mechanical items. Alignment: Any Hit Die: d6 Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Martial Knowledge (Crossbows/Firearms, Light) (Int), Martial Knowledge (Blades, Light) (Int), Profession (Wis), Perception (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha) Skill Ranks at every Level: 4 + Intelligence modifier All of the following are class features of the Merchant. *EVILTY*: Medical Insertion: (The Merchant uses the same Evilties as the professor) Once per day, you can choose to extend the duration of one of your, or an ally's spells or extracts as if effected by the extend meta magic feat. Weapon and Armor Proficiency: Merchants are proficient with all crossbows/firearms (Light), and Blades (Light). They are also proficient with light armor, but not with shields. Merchants are not spellcasters, but they do possess the ability to infuse eldritch power into material objects by means of infusing it with energy. Infusions are not arcane or divine spells, but are instead the very building blocks that support the foundation of all magic. As a result, the Merchant's caster level does not qualify him for feats, prestige classes, or other character options that require a specific arcane or divine caster level. Infusions follow the normal rules for spells, however, and have all of the same components in their description, such as infusion level, casting time, and range. Infusions can be countered, they do not operate in an antimagic zone, and the Merchant must make successful Concentration checks for any reason a character would be required to make such a check when casting a spell. Infusions can never be cast directly on living or unliving creatures. They affect only inanimate objects or constructs (this includes constructs with the living construct subtype). Some infusions mimic spell that normally target creatures; in this case, the infusion benefits a creature only when the infused item is equipped, readied, or worn (as appropriate). Merely having an infused item in one's possession is not enough to benefit from the magic; the item must be in proper use to affect its bearer. When appropriate, such infusions can be cast directly upon constructs. To cast an infusion, the Merchant must have an Intelligence score of at least 14 + it's level; infusions never allow for saving throws (Except against constructs that also possess the monster subtype). He may spontaneously manifest any infusion that appears on the Merchant's infusion list, provided he has access to infusions of that level. Like spellcasters, the Merchant may only manifest a certain number of infusions each day. This base daily allotment is detailed on table 3-1 above; the Merchant may receive bonus infusions each day for high Intelligence. The Merchant must rest for 8 hours before he can ready himself to manifest infusions for the day. He does not need to sleep during this period, althoug many Merchants use their restive hours for this purpose. This period must be consecutive, but he "resting" for this purpose requires only that he not be engaged in any sort of strenuous activity (such as combat or crafting). He must then undergo ten uninterrupted minutes of mental exercises, preparing his mind to hold the energy required for infusions. Without these periods of rest and reflection, the Merchant does not refresh expended infusions slots. A Merchant gains a number of martial techniques he can utilize in battle. A Professor can qualify for bonus martial techniques from a high intelligence score in the same way a Wizard can. Unlike with spells, technique saving throws depend on the type of weapon wielded. Very few classes gain martial techniques for free, they must train to learn how to utilize the techniques. However this also means there is truly no limit to the number of martial techniques one can learn. Martial Techniques need not be prepared beforehand, they can be performed so long as you have uses left in the day. Learning martial techniques is described in the Skills Section of this system. Item Creation: A merchant can create a magic item even without meeting all of its prerequisite. Since infusions do not count as spells, even if they simulate the effects of spells, this ability primary allows an merchant to craft magic items even though he or she may not meet the spell prerequisites of an item. However, it also allows the merchant to emulate other kinds of prerequisites: Specific class features, a particular race, a higher ability score, or even a particular alignment. Each prerequisite must be emulated separately; note that, for this purpose, each spell listed as a prerequisite must be emulated separately. The merchant cannot emulate access to feats or specific skill ranks. To emulate a prerequisite, the merchant must attempt a Use Magic Device check. The base DC for this check is 10, with a +2 modifier for each prerequisite the character must emulate beyond the first. Note that this modifier applies to each attempt to emulate a feature, even though each attempt is made with a separate Use Magic Device check. For example, if the merchant needed to only emulate access to the fireball spell, the base DC of this skill check would only be 10 (and then modified as noted below). If, instead, the character also needed to emulate Elf as his or her race, and had to emulate a Chaotic Evil alignment (while actually being Neutral Good), then the base DC for this Use Magic Device check becomes 14; +2 each for emulating an alignment and a race. Additional modifiers are applied to this skill check DC as noted below. Emulate an Ability Score: Add the difference between the target ability score and your actual score to the UMD check DC. Emulate a spell: Add twice the level of the spell to the UMD check DC; for example, a 4th level spell raises the DC by +8. If the item lists a spell treated with a specific metamagic feat, instead add twice the spell's modified level. Emulate a race: If you are attempting to emulate a race of the same type, such as a human merchant emulating demon blood, do not add to the UMD check DC. If you are attempting to emulate a race of a completely different type, such as a human merchant emulating a dragon, add +5 to the UMD check DC. If you are emulating a creature of a different size, then add +2 to the UMD check DC for each step of difference between your size category and that of the target race. Emulate a class feature: Add to the UMD check DC the minimum class level required to achieve the class feature in question. If the class feature must be of a certain improved rating (such as Trap Sense Bonus +3, instead of just Trap Sense bonus in general), make sure to add the right minimum class level to the DC. If the class feature is available to different classes at different levels, and no mention is made of a particular class to emulate, then add the highest modifier to the UMD check DC available (as determined by the GM). If the class feature is from a class that you could not have levels in because of some restriction (such as alignment or race), add +5 to the UMD check DC. Emulate an alignment: If you are attempting to emulate an alignment that is opposed to your own on one component (lawful versus chaotic, or good versus evil), then add +5 to the UMD check DC. If you are attempting to emulate an alignment that is completely opposed to your own (LG versus CE, CG versus LE; true neutral is opposed to all other alignments), add +15 to the UMD DC. You must make a UMD check to emulate each prerequisite on the first day that you begin crafting the item. If you fail any of these checks, all hope is not lost; each day thereafter, on each day that you spend crafting the item, you may attempt to emulate each prerequisite once more. If you successfully emulate each prerequisite, the item is crafted normally. If the last day of item creation passes by and you have not been able to successfully emulate one or more prerequisites, then you are unable to craft the item and all the raw materials are lost. If you successfully emulate a prerequisite on the last day available to you, then the item is defective; the GM secretly rolls to determine a curse plaguing the item. Magic items crafted by merchants are neither arcane nor divine. This rule takes precedence regardless of any prerequisites the character must meet or emulate in order to craft the item. Merchants hold an intimate knowledge of architecture, engineering, and mechanics. They use these tools to construct great monuments to their own ego – and to tear down the monuments of others, as their pride so often drives them to do. Whenever an Merchant makes an attack against a construct or object, his damage ignores an amount of damage reduction or hardness it has equal to his class level. Beginning at 2nd level, he gains an insight bonus on Disable Device checks equal to ½ his class level. If the Merchant holds a set of artisan's tools at the ready (he must have the tools in hand), he can make a special melee touch attack with those tools against a creature of the construct type. This attack can be made as an attack action, or it can be substituted for one or more attacks as part of a full-attack action. If the attack hits, the construct takes an amount of damage equal to his class level and the Merchant chooses to sabotage the construct in one of the ways listed below. A successful fortitude save (DC = 10 + the 1/2 Merchant's class level + his Intelligence modifier) negates the sabotage but not the damage. A sabotage effect normally lasts until the start of the Merchant's next turn, but he can extend this duration by 1 round for every 2 points he reduces the save DC. Note that a single construct can only suffer from each of these sabotages once; additional uses of the same sabotage stack their duration, but their effects overlap. If the Merchant has a set of masterwork tools, his attack roll receives a +1 enhancement bonus. Sabotage Effect Crack the Shell The sabotaged construct loses any natural armor bonus it possesses. Disarming Rend The construct loses access to one natural attack of your choice. This sabotage can be used against the same construct more than once, but each instance must apply to a different natural weapon. Attempting to sabotage the same natural weapon more than once has no effect. Enervation This sabotages the power source or animating force of the construct. When you sabotage the construct, choose for it to lose either 2d4 points of Strength or Dexterity, or 1d6 points each of Strength and Dexterity. This loss of Strength/Dexterity does not count as ability damage or ability drain, so the construct is susceptible to this sabotage. Impair Senses The sabotaged construct loses access to any special senses, such as low-light vision, darkvision, tremorsense, scent, and the like. This form of sabotage does not impair the creature's standard Perception checks. Render Immobile When you sabotage the construct, choose one form of movement it possesses. If you sabotage its base speed, reduce the construct's base speed by ½ (minimum speed of 5 feet). If you choose the constructs burrow, climb, fly, or swim speed, it loses that method of movement. A construct can be rendered immobile more than once, but each attack must sabotage a different form of movement. Tear the Chassis The sabotaged construct loses all inherent forms of Damage Reduction, including DR acquired by race or feats. It retains access to DR gained from class levels or magic. Merchants are masters of the enchanted item, and their diligent study of this craft unlocks a variety of secrets and useful shortcuts. At 2nd level, the Merchant gains a pool of 100 special points known as his craft reserve. As noted on table 2-1, each one of these points is the equivalent of a single Hell piece. Whenever the Merchant crafts a magic item or construct, he may use points from his craft reserve to pay for the cost of that item. An Merchant with a large enough reserve may pay for the item entirely using only points from the craft reserve, or he may choose to supplement an actual purchase (for example, spending 400 Hl and 100 points from his craft reserve to craft an item requiring 500 Hl). As noted on the table above, an Merchant's craft reserve expands as he gains further experience and mastery over his trade. At each new level, the Merchant's current craft reserve is lost and instead replaced with the value indicated. A craft reserve never stacks between levels. For example, an 5th level Merchant with a craft reserve of 970 instead has a craft reserve of 1,600 upon reaching 6th level; none of his old craft reserve survives the level increase. An Merchant's early training consists of repetitive attempts to sense and understand magic auras. As a rest, by 2nd level, he has mastered the spells detect magic, identify, and read magic, and may cast each at will as spell-like abilities. His caster level for these abilities equals his class level. Beginning at 2nd level, with Scribe Scroll, the Merchant begins a slow advance of bonus feats that help him to perfect his craft. He gains Brew Potion at 3rd level, Craft Wondrous Item at 5th level, Craft Magic Arms and Armor at 7th level, Craft Construct at 9th level, Craft Wand at 11th level, Forge Ring at 13th level, Craft Rod at 15th level, and Craft Staff at 17th level. He also gains Create Reliquary Arms and Armor at 17th level, but must make Use Magic Device checks as normal to simulate access to the the bless spell (see Item Creation, above). As the Merchant advances in level and travels the world, he slowly acquires a wealth of cunning and insight. He uncovers ancient secrets and pioneers new tricks of the trade that help to make his effort both more profitable and more efficient. Each level of this ability reduces either the amount of Hell or time required for the Merchant to craft items and also provides a unique ability. Only one of these abilities can be used on any item the Merchant crafts, and the extra resources and enchantments necessary mean that the Merchant does not save any money or time if he chooses to apply one of these effects. At 4th level, the character becomes a novice Merchant. When he crafts any magic item by way of an item creation feat, he spends 25% less Hell when purchasing the raw materials. When he crafts a magic item, he may choose to set a lockout on the item. A lockout item is primarily usable only by the Merchant himself, but he may name either a single creature type (and subtype, in the case of humanoids and outsiders) or he may name a specific number of individuals known to himself equal to his class level as creatures able to use the device. Anyone else attempting to activate the device must attempt a Use Magic Device check, with a 10 point increase to the DC. Magic items that are consumed when used can thus be ruined to no effect, with a failed Use Magic Device check. At 8th level, the character becomes a journeyman Merchant. When he crafts any magic item by way of an item creation feat, he requires 25% less time to do so (minimum requirement of 1 day). When he crafts a magic item, he may set a personal resonance within that item. This resonance emphatically connects the item to the Merchant that crafted it. By focusing for 1 minute, he can track the item by means of an effect that functions exactly as locate object (this is a spell-like ability, with a caster level equal to his class level). The Merchant must be on the same plane as the item for this ability to function, otherwise it simply tells the Merchant what plane the item is on (if the plane has no name known to the public, such as a secret demiplane or ancient, forgotten dimension, no answer is received). An item with the broken condition cannot be tracked. Alternatively, if the artifier has line of sight to the object, he may use a standard action to make the item explode violently – a creature carrying, wielding, or wearing the item automatically takes 1d4 points of force damage for every two class levels the Merchant possesses, while those within 30 feet of the epicenter are caught in the explosion and can make a Reflex save for ½ damage. At 12th level, the character becomes an expert Merchant. When he crafts any magic item by way of an item creation feat, he spends 50% less Hell when purchasing the raw materials. When he destroys an item to add to his craft reserve (see Retain Essence, below) he retains 50% of the Hell spent to craft the item. At 16th level, the character becomes a master Merchant. When he crafts a magic item by way of an item creation feat, he requires 50% less time to do so (minimum requirement of 1 day). If the item crafted uses charges, the Merchant can declare that item to be "freed." A freed charged item can be used by any character that can understand its functions (generally requiring an Intelligence score of at least 3) and physically capable of using the item (GM's discretion). Only function that use up the item's charges can be used by characters in this manner; each such use drains one more charge than normal. At 6th level, the Merchant uncovers a great secret and can absorb a small portion of the essence used to craft magic items. Destroying a magic item requires one day of work, but it adds a number of points to the Merchant's craft reserve equal to 25% of the number of Hell pieces required to craft the item. Retaining the essence from an item destroys that item. This extra reserve cannot exceed the amount of craft reserve you are allowed overall. Note that any points left in your craft reserve are lost each time you gain a level. At 7th level, the Merchant can apply the effects of any one metamagic feat that he has to a spell trigger item as a free action when he activates it. Activating an item in this manner costs an extra number of charges equal to the additional number of sell levels required by the feat. If the item does not possess enough charges to fully purchase this additional cost, or if the item does not use charges, the Merchant cannot affect it with this class feature. At 9th level, the Merchant can use one additional magic item that makes use of the ring body slot. When the Merchant achieves 18th level, he can wear one more ring item – this allows the Merchant to wear and benefit from up to four separate rings at one time. Heroic Charged Items (Ex): At 10th level, an Merchant learns to bend fate and fortune to his own benefit. As a free action whenever he activates a charged item and expends at least one of these charges, he may instead spend one Hero point. No matter how many charges would normally be spent by activating the item, you lose only a single Hero point. At 13th level, the Merchant achieves even greater mastery of his magic items and the forces of metamagery. When he activates a spell completion item, he may declare that he is trying to affect it with any single metamagic feat he knows. If he makes a successful Use Magic Device check (DC = 20 + the caster level of the item + the spell's modified level), the scroll is correctly modified and cast. Like casting a typical spell, he may attempt to activate the item with any number of metamagic feats he possesses, each feat adding to the UMD check DC. Whenever this skill check fails, the Merchant suffers backlash as normal for failing to activate a scroll and the scroll is destroyed. File:Merchant.png Heroic Constructs (Ex): At 14th level, the Merchant is able to spur artificial allies on to heroic deeds. At his discretion, the Merchant may use one Hero point in order to benefit the action of a single construct or half-construct under his control rather than his own action. He cannot use Hero points for a construct to "cheat death" unless the creature has an Intelligence score of at least 3. The Merchant can use Heroic Construct to benefit constructs and half-constructs under his command due to the Leadership feat or similar effects; a single use of this feature can be used to benefit his cohort, or all followers involved in the same encounter as himself. At 15th level, the Merchant masters the art of imbuing objects with haste. Once per day, the Merchant can hasten an infusion as the quicken spell meta-magic feat. Whenever the Merchant would gain a feat, including his feat at this level, he may instead choose to gain one additional daily use of this class feature. At 18th level, the Merchant approaches the zenith of his power – the pinnacle of his chosen craft. He may always choose to take 10 on Craft, Knowledge, Spellcraft, and Use Magic Device skill checks, even if circumstances (or the rules of the skill) would typically prevent this. At 19th level, an Merchant can directly imbue himself with Merchant magic. Whenever he casts an infusion that mimics the effects of a spell which can affect a creature of his type, he may cast that infusion directly on himself instead of infusing it into an item. By 20th level, the Merchant becomes a true master of his craft. First and foremost, this streamlines the process of crafting a magic item. He does not need to make any Use Magic Device checks to emulate spell requirements, though he must still emulate any other requirements as normal. In addition, when the Merchant creates a magic item that uses charges, he may declare that item to be "Freed." A freed magic item allows any creature with an Intelligence score of at least 3, and the physiological anatomy required, to use the item; even if the creature is not a spellcaster and could not normally make use of it without the use of Use Magic Device. For example, a freed wand could be used by a fighter – or by a psuedodragon.
  • Merchants are NPCs who buy and sell items at a fixed price (as opposed to traders who offer a variable price based on supply and demand). Almost everything in your inventory can be sold, so long as it a gold value greater than zero (visible when you hover your mouse over the item). Quest items may not be sold, since they have a value of zero. Keep in mind that merchants buy things as half price. Selling to other players directly is always more profitable. When selling items that have a dedicated trader (such as dyes and runes), a Merchant will always pay the minimum amount, which may be far less that what could be had when sold to the proper trader. For salvage items with runes, or weapons with modifiers or upgrades, if you plan on selling the salvageable component, check its price before salvaging. You might get more profit by selling the item whole instead of a low-demand salvaged component. Every town, outpost, mission locations, and a few miscellaneous locations has a merchant NPC. They are easily identifiable with the "[Merchant]" suffix in their name. There exists NPCs that are labeled as "Merchant" in certain quests and missions, most notably in the Divinity Coast mission of the Prophecies Campaign. These do not buy or sell goods, but are regular NPCs. In the Factions Campaign, Kurzick Merchants and Luxon Merchants can be found in explorable areas at Resurrection Shrines in their faction's respective region (Echovald Forest and the Jade Sea). Note that crafters are also part Merchants, as items can also be sold to them (but they do not offer any goods aside from their crafting service).
  • A merchant or a vendor was an individual who sold goods or services to others in exchange for money or other goods. Such a person may also be called a trader. Such activity could occur in a place of business by a shopkeeper, or in any public place through direct transactions with potential customers. Spock had the identity of a merchant imposed upon him by the Organian Ayelborne in order to protect him from invading Klingons in 2267. He noted that "Vulcan merchants are not uncommon."(TOS: "Errand of Mercy" ) One such merchant, Falor, was the subject of an epic work of Vulcan poetry. (VOY: "Innocence") Cyrano Jones was a trader of such items as Spican flame gems, Antarean glow water, and tribbles. The latter caused him much trouble when he distributed them on Deep Space Station K-7 in 2268. (TOS: "The Trouble with Tribbles" ) Several Bandi merchants sold their goods at the mall of Farpoint Station in 2364. (TNG: "Encounter at Farpoint" ) Rakhari merchants used to buy things like the shapeshifting locket from off-world traders. (DS9: "Vortex") Sometimes, the profession of merchant was used as a cover by various individuals in order to conduct criminal activities. Retaya was a trader of perfumes who conducted business in places such as Deep Space 9. This activity, however, was also cover for his work as an assassin in the employ of the Tal Shiar. (DS9: "Improbable Cause") That was also the case with Arne Darvin who posed as the Human merchant Barry Waddle in order to gain access to the Orb of Time. (DS9: "Trials and Tribble-ations")
  • Merchants are used to move resources around Travian from village to village. When the marketplace is constructed it comes with a merchant, and one additional merchant is gained from every marketplace upgrade. Different races merchants can carry different amounts of resources. * Romans: a merchant can carry 500 units of resources at a movement speed of 16 fields/hour. * Teutons: a merchant can carry 1000 units of resources at a movement speed of 12 fields/hour. * Gauls: a merchant can carry 750 units of resources at a movement speed of 24 fields/hour. * The above figures are for a 1x speed server; for a speed server, multiply both the carrying capacity and the movement speed by the speed of the server. The NPC merchant is a non-playable character that you can trade 1-for-1 with using gold in the Marketplace. The merchants can carry more if a Trade office is built and upgraded. For the Gauls and Teutons, every level raises merchant capacity by 10% of the base capacity. For the Romans, however, every level raises merchant capacity by 20%. With a level 20 Trade office, the Roman merchant becomes average capcity and average speed. please note the trade office has no effect on the speed of the merchants.
  • During Zhao's search for the Avatar, the merchant was told by the admiral to show Aang an ancient Air Nomad pendant as a way of luring him into the Fire Nation's clutches. In return, Zhao promised the man as many ancient Air Nomad relics as he desired. Before long, he came across Team Avatar as they were browsing the town's collection of supplies for their journey. The merchant showed Aang the Air Nomad pendant and the Avatar eagerly asked where he had found the purportedly ancient relic; as part of his ruse, the merchant claimed that the necklace was not "ancient", saying that a man from the mountains traded it for medicinal herbs just two days prior. Later, the merchant went to hide in a mountain cave, dressed himself in Air Nomad clothing, and waited for Aang to arrive. When he came, the man turned toward the airbender and revealed himself to be the merchant. Aang was promptly ambushed and captured by Fire Nation soldiers. Zhao appeared and revealed that he had sent the man after Aang, all the while gloating about his success in the clever capture. However, Aang managed to free himself and knock down his pursuers, including the merchant, by using the Air Nomad relics scattered around the room as weapons.
  • A merchant is a buyer and seller of items that can be found in any village, town or city. They sell you items for gold and they buy items in exchange for gold. There are many different types of merchants. Some are Brotherhood members who deal in armour an weapons. Some are from the Merchants Guild who deal in most items. Some are from the Giriza who deal in items for Assassins and Thieves, among them, Lockpicks. Others are from the Necromancers and the Society who deal in magical items. Although the former are the only ones that deal in Necromancy spell items and Necro staves.
  • Merchant samurai served the will of their clan, rather than their own ends, such as the Akindo or heimin merchants. Noble Merchants had a family name, and performed an important and distinct functions. The Yasuki, Daidoji and Ide were families with well-known Noble Merchants.
  • < [[w:|]][[Category: derivations|Merchant]] marchant < [[w:|]][[Category: derivations|Merchant]] marchant < [[w:|]][[Category: derivations|Merchant]] mercans (“‘a buyer’”), ppr. of mercor (“‘trade, traffic, buy’”) < merx (“‘merchandise, traffic’”) < merere (“‘to gain, buy, purchase, also deserve, merit’”); see mercy and merit.
  • Merchant is one of 22 playable character classes in ADOM. It is widely considered to be one of the weakest classes and therefore one of the hardest to play. This is due to the fact that shop transactions (which the class specializes in) are of relatively low importance in the game compared to combat or magic prowess. Merchants start with high amounts of gold but normally very poor equipment. This, combined with a shallow skill set, makes them hard to play in the early game, while their trading-related class powers typically provide little to no advantage in the mid- and late game. However, merchants do feature several interesting features which may satisfy a demand for a challenge or simply a change of gameplay.
  • Merchants are buyers and sellers of goods. Merchant is a popular profession, and those in the business range from humans and goblins to imps and abominations.
is Prof of
is job class of
is Quest of
is Role of
is Type of
is job base of
is Allies of
is Class of
is Subclass of
is gathering units: of
is Occupation of
is Replaces of