Merchant

"Trade your items, visit shops and get rich!"

— Former Specialized Adventuring! Description

Merchant is a class.

Banking

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! Tooltip
 * You gain 1 Rupee every turn.
 * You gain 1 Rupee every turn.

If the Class Talent is active: You also receive a random item every 8 turns.

Category: Buff
 * }

Effect

 * You gain 1 Rupee during each of your Effects Phases.
 * If the Class Talent is active: You gain a random item from the generic item-givers pool every 8 Effects Phases (beginning on the 1st Effects Phase after you gain this Class Talent.)

Standard Use

 * Target another player; trade a random non-Soulbound item you have with a random non-Soulbound item the target has.
 * If the Class Talent is active, this skill's Standard Use is changed to be the following: Select a non-Soulbound item from your inventory. Then, target another player; the item you selected is traded with a random non-Soulbound item the target has; this resets this skill's Standard Use (back to the original Class Talent state.)
 * If the Class Talent is active, this skill's cooldown upon Standard Use is changed to be 6.

Event Use

 * Use against the Greedy Goblin of the Archaeology Dig; you gain a random item out of a pool including Beer, Weed, Tin Foil Hat, Happy Crystal, Old Tire, Mining Pick, Horn, and Chocolate Bar. Effectively counts as giving 1 item to the Goblin.
 * If the Class Talent is active, this skill's cooldown upon this use is changed to be 6.

Trade Routes

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! Trade Routes: Shops Tooltip
 * You are going to the shops!
 * You are going to the shops!

Neutral Effect, Category: Go to event
 * }

Standard Use

 * Move 2-3 spaces forward, also gain the Trade Routes: Shops effect connected to a queue for the Shops! event.
 * If the Class Talent is active: When you reach the Shops! event, it includes an additional three event options to choose from; 2 of these will be from the Cards Of Fate common pool, while 1 will be from the Cards Of Fate rare pool.

Standard Use

 * You can choose 1 of the 4 item choices to pay a number of Rupees equivalent to 80% of the item's "standard shop price" to gain the item and remove the current 4 choices from Purchase. (If you attempt to buy an item while you have insufficient Rupees, nothing occurs besides this skill going on cooldown for 1 turn.)
 * If the Class Talent is active: The current 4 item choices are no longer removed from Purchase when you purchase 1 item. Instead, only the item you purchased is removed, allowing you to purchase all 4 items from each cycle if you choose to and can afford to.

Passive Effect

 * Every 6 Effects Phases (beginning on the 1st Effects Phase after you gain this skill), this skill generates 4 random choices from the generic item-givers pool for its Standard Use. (This replaces the 4 choices from the previous cycle if they're still available.)

Strengths

 * Merchant has a great deal of purchasing power with Trade Routes and Banking.
 * Fair Trade can sometimes be very unfair to one player. Merchant usually has more substandard items in their inventory that they can afford to lose.

Weaknesses

 * Merchant relies on randomness, at times. Fair Trade is notably random, as is the Pawn Shop.
 * Merchant lacks direct control with their skillset; items are their only way to move and kill other players.

Strategies

 * Bank early and often. Merchant is a very notable threat when loaded with rupees.
 * The ACME Shop is one way to gain spaces, through use of the ACME Pogo-Stick and Hand Grenade. Both the Trade Routes skill and Wildcard: Shops allow you to visit this shop.
 * The Pawn Shop is random, but occasionally stocks really useful items. It can also be a place to unload unwanted items for some extra rupees.

Dual-Class Synergies
"Enchant your items and cast a lot of spells!"

— Former Specialized Adventuring! Description

Enchanter (or Enchantress for females) is a class. It is only available during games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €17.50 or during Party Time.

Magic Affinity

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! Tooltip
 * Whenever a Spell is used on you, you gain a +4 Speed Boost for 1 turn.
 * Whenever a Spell is used on you, you gain a +4 Speed Boost for 1 turn.

If the Class Talent is active: Whenever you cast a Spell, make a random item Fireproof, Frostproof or Soulbound.

Category: Buff
 * }

Effect

 * You gain 1 turn of Speed Boost when you are targeted by a Spell from any player or in a standard non-player spellcasting event.
 * If the Class Talent is active: Whenever you cast a Spell, a random enchantment out of Fireproof, Frostproof, and Soulbound is selected and given to a random item in your inventory that does not have that category.

Standard Use

 * Choose an enchantment out of Delicious, Ethereal, Fireproof, Frostproof, Soulbound, Sparkling. Then, you can either cancel this choice to reset this skill's Standard Use and put this skill on cooldown for only 1 turn, or you can choose an item you have; a chosen item gains the chosen enchantment if it doesn't have it already or loses the enchantment if it does have it already. (If the chosen item has the chosen enchantment as a permanent category, it is not removed; the skill still goes on cooldown as normal in this case.)

Passive Effect

 * If the Class Talent is active: The Ethereal category doesn't prevent using an item while you are alive. This applies to the standard use of an item and the use of an item in an event if the in-event use could be done through the inventory. (e.g. Fishing Pole near The Pirate Ship or Hammer in the A Hooker!/A Gigolo! subevents of The Brothel)

Standard Use

 * Choose an item you have; destroy it.
 * If you destroy an item which is not a Magic Crystal: Gain a random Magic Crystal.
 * If you destroy a Magic Crystal: Afterwards, choose any Spell that is mentioned in the destroyed Magic Crystal's tooltip; you gain a Magic Scroll with the chosen Spell.


 * If the Class Talent is active, this skill's cooldown upon Standard Use is changed to be 7, and all Magic Crystals and Magic Scrolls you create with this skill are Soulbound, Fireproof, and Frostproof.

Standard Use

 * Target any player. Afterwards, choose to move the target forwards or backwards:
 * If you target yourself: You move (2+(X/2)) spaces in the chosen direction. ((X/2) is rounded down if it ends in .5.)
 * If you target another player: The target moves (2+X) spaces in the chosen direction.
 * Assume X is the target's total Speed for both above bullet points.


 * If the Class Talent is active: If you target yourself, you move (4+X) spaces in the chosen direction instead of (2+(X/2)) spaces.

Passive Effect

 * If the Class Talent is active: Every time you cast a spell, this skill's cooldown is reduced by 1.

Event Use

 * Use against The Bear!; move forward the amount of spaces the skill would move you standardly with your total Speed. (If the skill moves negatives spaces, you go backward rather than forward.) Afterwards:
 * If you moved 3+ spaces forward due to Arcane Relocation (or would have moved 3+ spaces but were prevented by an effect like Rooted), you simply don't move any more spaces after. Otherwise, you are chased back the standard amount of spaces.
 * The Class Talent does apply in this event.

Strengths

 * Magic Affinity's Speed Boost can grant a lot of spaces.
 * Able to keep powerful items from being stolen, burnt, or Frozen.
 * Has some power while Dead through the Ethereal enchantment.
 * Has indirect Rupee generation through the Sparkling enchantment.
 * Great control over magic, with Condense Magic able to create Magic Crystals and Magic Scrolls of chosen spells.
 * Decent space gain over time with the Delicious enchantment.
 * Condense Magic can dispose of junk items like Jinxed Jewel Of Encumberment.
 * Able to stall even high Speed opponents with Arcane Relocation or instead give yourself a sizable boost with enough Speed.

Weaknesses

 * Magic Affinity's Speed Boost can be a negative when targeted by Inverted Dice and Cursed Wounds.
 * Enchant's cooldown is high enough that you often can't protect key items with all 3 protective enchantments despite all 3 corresponding threats being present.
 * Saboteur's Sabotage w/Talent can remove enchantments and make key items Highly Flammable or Frozen.
 * Enchant's enchantments cannot prevent non-burning destruction like from Liquidize, Tablet Of Destinies, or Global Multiversal Flux or transformations like from D-Bug. They're also unable to counter Detonation.
 * Trickster Fairy makes Soulbinding key items risky.
 * Getting a preferred Crystal from Condense Magic is luck-based. The cooldown is also quite high, making the inconsistency worse.
 * Arcane Relocation's movement is minor when used on low Speed players.

Strategies

 * When inflicted with Inverted Dice or Cursed Wounds, you could use Burden (potentially from Condensing a Fairy Crystal) to save yourself.
 * Enchant to protect your key passive items like Boots, Gloves, Orb, and Staff as well as key consumable items like Light Scroll: Life Shield, Cocaine, and Crystal Meth. Magnetic items in particularly are at risk of theft to ACME Magnet normally, but you can remedy this by Soulbinding.
 * Enchant revival items (esp. Light Scroll: Revive) with the Ethereal enchantment to revive yourself. (If doing so with Light Wand/Orb/Staff, beware that the enchantment will have to be removed for new charging even if you have the Enchant Talent.)
 * Enchant items to be Sparkling and seel them at the Pawn Shop when in need of cash.
 * Enchant items to be Delicious for an advantage during Hungry Games.
 * Condense Crystals into Light Scrolls like Happy Crystal's Cards Of Fate, Lovely Crystal's Life Shield, Fairy Crystal's Energize, Night Crystal's Spell Shield, and Dark Crystal's Light Scroll: Revive. You can cast them on yourself for a Speed Boost from Magic Affinity. Cards Of Fate in particular can allow you to boost your power with strong items or move many spaces.
 * Be on the lookout for sudden Speed increases like from Cocaine to drag an enemy back with Arcane Relocation or instead move yourself forward after applying such boosts (as from Magic Affinity) to yourself.
 * If the Adventure Time reference event is chosen, you can get an Orb for use with Magic Affinity and for easier access to Cards Of Fate. Also, the Enchiridion provides all 5 Magic Crystals, which can be Condensed into specific Spells. Demon Sword can be made Soulbound for relatively secure Fire protection, though it makes your Fireproof enchantment less valuable. Black Dragonling can provide Magic Crystals for Condensing.
 * If the Dr. Who reference event is chosen, Shady Dealer being available through the Arcane Portal makes Arcane Relocation more valuable. However, Mystic Shop being available through the Arcane Portal as well as the reward for completing Dr. Who's quest granting access to Ethereal Gloves makes your Ethereal enchantment less valuable.
 * If the Board Game Of Thrones reference event is chosen, you can become a Targaryen to periodically get a chance to obtain a Magic Crystal from The Dragon, and if you somehow gain an Orb, it can be charged with Ancient Dragon Claw, providing synergy with Magic Affinity. There's also an ever so slight chance to steal a Black Dragon Egg which will grant Magic Crystals once hatched.

Dual-Class Synergies

 * Alchemist: Trade Routes can grant more frequent access to The ACME Shop for Hand Grenade, ACME Pogo-Stick, ACME Rocket, and Extendo Fist, access to The Engineering Shop for Hammer, Explosive Sheep, and Lightning Rod, and access to the Pawn Shop for selling items enchanted to be Sparkling by Turbulent Juice. Transmute can dispose of junk items like Creeping Fungus, covering one of Merchant's weaknesses if they don't have the Fair Trade Talent, and Turbulent Juice also allows for disposal of certain junk items at the Pawn Shop.
 * Barbarian: Trade Routes grants increased access to Explosive Sheep and Hand Grenade for synergy with Stamina and Break Free.
 * Enchanter: The 2 classes can stockpile well with Condense Magic, Trade Routes, and Purchase, esp. with access to Cards Of Fate, and Enchant can protect the strong items obtained. Trade Routes grants more frequent access to The Magic Shop for synergy with Magic Affinity. Enchant's Sparkling is more useful for gaining Rupees due to increased access to the Pawn Shop with Trade Routes. Condense Magic can dispose of junk items like Creeping Fungus, covering one of Merchant's weaknesses if they don't have the Fair Trade Talent, and Enchant's Sparkling also allows for disposal of certain junk items at the Pawn Shop. You can also Soulbind your strongest items to ensure you Fair Trade away weaker items.
 * Illusionist: Trade Routes can grant more frequent access to The ACME Shop for Hand Grenade, ACME Pogo-Stick, ACME Rocket, and Extendo Fist, access to The Engineering Shop for Hammer, Explosive Sheep, and Lightning Rod, and access to the Church for Holy Water. You can store Holy Hand Grenades, Hand Grenades, ACME Rockets, and Explosive Sheeps in your Magic Hat so that they are safe from the Detonation spell and so that you can have more than 1 of the same Explosive at once (without requiring Duplicates.) You can take 2 items out of the Hat in the same turn (1 before the Effects Phase and 1 after) even without the Hat Talent, and with the Hat Talent you can store 5 and retrieve 5 all in the same turn. You can also place your strongest items inside your Magic Hat to ensure you Fair Trade away weaker items.
 * Necromancer: You can use Trade Routes to repeatedly go to The Magic Shop for Revives (for use with with Ethereal Gloves or to revive and kill a player) and other spells to use with Shimmering Soul. (Beware that Flow Of Magic can interfere with killing a revived enemy player.) With Banking and Trade Routes, ACME Magnet, ACME Rocket, and Explosive Sheep are items which you can more easily access for SP.
 * Quantum Physicist: Banking grants Rupees for and Trade Routes grants access to cheap items for fueling Multiversal Flux; The Magic Shop's Wands, The Engineering Shop's Hammer, Lightning Rod, Time Travel Condom, Night Vision Goggles, Signal Jam, and Battery/Plunger/Screw on the right days, The ACME Shop's ACME Piano and Anvil/Sneezing Powder on the right days, and Pawn Shop's random cheap items. The Bank's Life Insurance has synergy with dying to Schrodinger's Box (as does the Church's Auto-Resurrection in a pinch.) The ACME Shop's ACME Rocket and ACME TNT and The Engineering Shop's Explosive Sheep and Spider Mine have synergy with the Box's Death Immunity.
 * Sorcerer: You can repeatedly go to The Magic Shop for spells to cast that will grant you Mana from Mysticality. This is especially effective if you go to The Wizard Shop with the Cards Of Fate spell and get Orb, Staff, Wizard Hat, and Wizard Robes. (Tome Of Magic can be the icing on the cake.) The Wealth spell can supply you with the needed Rupees.
 * Time Twister: Not My Time Yet works well with Trade Routes' cooldown. Lock Time grants much needed funds for Purchase and general spending. Time Twister's stalling also allows for stockpiling with Banking/Trade Routes/Purchase.
 * Warlock: Trade Routes can be used to access The Magic Shop for use with Harvest Power and for easier access to Cards Of Fate, Energize, Life Shield, Revive, Speed Boost, Spell Shield, Spell Reflect, and Wealth. Chaotic Energy can be used to reset Trade Routes' cooldown, allowing for constant revisits and a sizable amount of space-gain over time. Cards Of Fate in particular grants access to Shady Dealer, The Wizard Shop, and Mystic Shop, among other strong options. Access to The Abandoned Mine and Ganesha, The Enlightened Elephant for Class Talents can be extremely useful in long games.