Merchants:Merchants are not generally successful combatants, but what they lack in battle prowess they make up for in craftiness. Merchants use a wide assortment of tricks and subtleties to get by in life, though not all are geared toward use in combat. Merchants may be human or dwarf (elves don't stoop that low) and may start in any realm, though they cannot move about freely between realms without a proper mode of transportation. Merchants wear light equipment and use daggars, light swords, and hand axes.
SkillsLevel 1- (A)Sell High - Sell goods and equipment for 75% of the standard buying price (instead of the 50% for all the other classes). To find 75% of an item's cost, multiply the original cost by 0.75. So an item that would normally cost 4000 gold in the shop a merchant would be able to sell for 3000 gold.
- (A)Buy Low - Buy goods and equipment at 75% of the standard buying price. To find 75% of an item's selling price, multiply the original selling price by 0.75. So an item that would normally cost 4000 gold to buy would cost a merchant 3000. So merchants buy and sell items at the same price.
- (A)Cheap Fare - Being such avid travellers, merchants get special discounts at the ferry stations. All ferry tickets are half off for merchants.
Level 3- (A)Backpack - Every good merchant has some means of transporting additional wares. This ability allows the merchant to carry up to one additional piece of equipment of each type. So a merchant would be able to carry what he was equipped with, and two additional weapons, two additional pairs of boots, etc. (instead of the standard one additional).
Level 4- Go to Ground - Since the average merchant is not your average warrior, most choose flight over fight. Most merchants hone their ability to find the most obscure places to hide to get out of danger, even in seeminly open areas. If the merchant can find somewhere to hide, he can remain out of sight and avoid battle.
Level 5- Smoke Bomb - Merchants deal in all sorts of wares, even those normally only used by shady individuals such as assassins and thieves. Not being combat specialists, most merchants hold on to a few of these items and save them for when they would be most handy. One such item is a smoke bomb, which a merchant can opt to use twice per adventure or duel. The merchant throws the smoke ball to the ground, where it bursts and emits a thick cloud of smoke to momentarily blind and confuse enemies and allow the merchant to escape.
Level 7- Loot Corpse - Though not all merchants are particularly greedy, they all realize that they should take advantage of any situations in which money can be obtained. Merchants will loot most corpses they can find, provided that the area is safe. A merchant can take any equipment or items an enemy carries provided that enemy has died and has not been totally obliterated (by, say, a rather nasty spell). Merchants can take as much as they'd like, provided they can carry it.
Level 8- Easy Money - Sometimes merchants in a tight spot will spill a large sum of money on the ground to distract a group of enemies while giving the merchant time to act. This skill is only effective against a group of enemies (a single enemy wouldn't need to worry about anyone else getting the loot before him). If the merchant flees, he loses 500 gold. If the enemies are slain, the merchant reclaims all of his gold, not losing a penny. Demons are immune to this skill.
Level 10- (A)Treasure Hunter - The merchant has a greater chance of being awarded with items or rare items after adventures, as is seen fit by the judging admin.
Level 13- Molotov Cocktail - Another item not in use by most adventurers, the merchant can use two per adventure or duel. After being thrown, molotov cocktails will explode when they hit something, spraying flammable oil (or sometimes just alcohol) over anything nearby. The oil will continue to burn, and given the nature of the fire cannot be doused by water.
Level 15- (A)Auction - The merchant can sell any items he or she is carrying to other players. This can be done by actually taking bids or just meeting up with a character and selling the item, but the selling price must be at least 25% more than what the item normally sells for (75% of what it normally costs to buy the item). Selling items to stores is done exactly as usual. Items may only be auctioned off in the Auction Table board in any given realm. Merchants may start threads as they see fit for the purpose of selling items, but may only sell to members who are actually in that realm at the time.
WeaponsHead ArmorHand ArmorBody ArmorLeg ArmorKey:(A): This is an
ATTRIBUTE. Attributes are any skills that aren't attacks. Most attributes you don't have to use, they're just there. There may be some Attributes that have to be used, and they will be marked so that you're made aware of that.