Merchant

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

— Former Specialized Adventuring! Description

Merchant is a class.

Banking

 * {| class="wikitable" style="text-align: left;

! 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. (No trade occurs if either player has no eligible item for trade, though the skill is still put on cooldown.)
 * If the Class Talent is active, this skill's cooldown upon Standard Use is changed to be 5, and 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.)

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.

Trade Routes

 * {| class="wikitable" style="text-align: left;

! 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.

Standard Use

 * You can choose 1 of the 4 item choices to pay an amount 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.)

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
Enchanter: Soulbounding your own items keeps you from having to trade them, guaranteeing that your less useful items are the ones traded away

Illusionist: Place items you don't want to lose in Fair Trade into the Hat