Merchant

Overview
Trade your items, visit shops and get rich! With Merchant, you can use your economical powers to get awesome items.

Banking
Passive: +1 Rupee per turn. You start with +10 Rupees.

You receive the Rupees immediately upon selecting the class.

Fair_Trade.png Fair Trade
Use your Merchant powers to trade a random item of yourself with a random item of another player. Cooldown: 3 turns.

The swap is done randomly among all non-Soulbound items in each player's inventory. Fair Trade will fail if either player lacks a tradable item -- no one-way trades!

Trade_Routes.png Trade Routes
Find a trade route to lead you 2-3 spaces forward. You can also pick a shop you want to visit in your next turn. Cooldown: 7 turns.

Queues the Shops! event, from which you will be able to visit the following locations:


 * Bank
 * Magic Shop
 * Engineering Shop
 * Church
 * ACME Shop
 * Pawn Shop

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
(to be done later when other classes have their own pages)