Merchant

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

Fair_trade_icon.png Fair Trade (3 turn cooldown)
Trade one of your items for one of another target player's items. 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_icon.png Trade Routes (7 turn cooldown)
Move forward 2-3 spaces. In your next available turn, you will be able to choose among these encounters:


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

Banking (passive)
You earn 1 rupee every turn.

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)