Rogue Wiki
Back to rogue-mud.com
Wiki Classes Merchant

Merchant

A non-combat trading class that appraises, brokers, builds and sells to other players for real coin.

The Merchant does not fight. There is not a single combat ability in the class, no damage skill, no buff, no aura, and nothing that helps in a brawl. What it has instead is seventy-eight ways of moving money, and almost all of them involve another player at the other end of the transaction. You appraise their gear, you identify their enchantments, you repair their armour, you sell them a shop, a farm, a mansion, a ship, a warhorse, a butler and eventually a palace. Everything settles in coin through the ownership, auction, property and staff systems, which means a Merchant's power is measured in what other people are willing to pay rather than in what it can kill.

It plays quite unlike anything else on the game. You are running a business in a world where the customers are other characters, and the skills are the contract law, the shopfront and the stock list. The early levels are service work, appraising hauls and repairing gear for a fee. The middle of the class is a shop, an auction house and a hiring network. The top of it is real estate and shipping on a scale where a single sale takes an hour of cooldown. Merchant is a base class, so no prior class is required, but the guild does not take walk-ins: the Merchant's Guild sits in Aurin, and a guildmaster must grant you admittance or induct you before join merchant will work. You will also need to be an Explorer of at least level 10 first, and joining resets you to level 1. Guild ranks run Peddler, Trader, Broker, Magnate and Guildmaster.

Resources#

SP is the only resource, and the class documentation calls it capital, which is the better way to think about it. Every skill spends some, from 1 SP to reprice an item on your counter to 250 SP to move a war galleon. It regenerates on its own and there is no conversion, no coin cost baked into the skill itself and no second bar to manage.

The second resource is the merchant satchel, run by the Supplies skill at level 3. Contracts, seals, deeds and shipments all consume physical stock, and a skill with an empty slot behind it fails. Check the satchel with supplies. Carry caps start low and rise with level.

Satchel item Used for
Contract vellum Contracts, deeds and letters
Sealing wax Contracts and seals
Ledger ink Written work of all kinds
Blank ledger Record keeping
Bundling twine Packaging
Brass test weight Appraisal
Jeweller's loupe Close inspection
Assay reagent Testing a make
Guild seal tag Authenticity seals
Shipping crate Deliveries

Merchants have no armour category access at all. Plate, mail, leather and cloth are every one of them closed to you, so the only wearable gear is the kind that carries no category, which in practice means ordinary unrestricted equipment. Do not expect to survive being hit.

Talent Trees#

Eye#

Appraisal and inspection. Appraise at level 1 reads an item's grade, quality and condition in one report, and the branch builds from there through Identify for enchantments, Rune Read, Value Read for open market pricing and Bulk Appraise for sweeping a whole container at once. Seal Authentic at 85 lets you put your own mark on a piece, which is how a Merchant's word becomes worth something. This is the tree that other players come to you for.

Ledger#

Bookkeeping and finance. Contracts, escrow, loans, consignment, deed transfer and letters of credit turn player to player deals into things that can actually be enforced. Market Read and Market Report give you live pricing across the world. Wholesale Network at 56 is a passive toggle granting the best vendor prices in every city, and Trade Empire at 99 is the capstone: a bounded daily tribute from every mansion, farm and ship you own.

Voice#

Advertising and auctions. Hawk Local and Hawk Global are paid broadcasts, Notice Board handles persistent adverts, and List Item and Host Auction put goods in front of buyers, the latter taking a percentage of somebody else's sale. Headline Anchor at 93 sets the day's world news headline and has a full day of cooldown behind it.

Stall#

Player-run shops and live auctions. Build Shop raises a counter wherever you are standing and customers buy from it with the ordinary list and buy commands. Stock and Set Price manage the goods, Dismantle Shop packs it all up and pays out the takings. You must stay in the room while the shop is open or it will fold itself up. Auctioneer at 24 runs a live room auction with bidding and automatic payout.

Architect#

Real estate development, running from a Cottage at 31 up to a Palace at 94. You are placing buildings for buyers rather than for yourself, and Install Room and Sell Room Deed let you fit those buildings with armouries, libraries, vaults and the like. The cooldowns get long towards the top, which is deliberate: a palace is not a thing you sell twice in an afternoon.

Land#

Farm brokerage, structured the same way as Architect but for agricultural property. Smallholdings, crofts, small farms, working farms, estate farms and finally Baronial Lands at 98. Install Building and Sell Plots handle the extras once a farm exists.

Husbandry#

Pets and animal services. The ladder runs from a songbird at level 9 through dogs, hunting hounds, falcons, warhorses and direwolves up to griffins and a roc at 96. Alongside the sales, Groom Service and Vet Service earn fees from other players' existing animals, and Pet Broker lets you take a cut of a pet changing hands.

Network#

Staff hiring and personal services. The service half is available almost immediately, with Repair Service, Stylist, Craft Clothing and Ink Service all arriving by level 7, and it is where most early income comes from. The hiring half fills in later: cooks, farmhands, butlers, guards, stewards, shepherds, mercenary captains, and a Champion at 95.

Harbor#

Ship brokerage at the docks, from a rowboat at 13 to a war galleon at 91, with Fit Ship Weapon at 49 for arming what you have sold.

Skills#

Eye#

Level Skill Type Cost Cooldown Effect
1 Appraise Utility 3 SP - Read an item's grade, quality and condition.
10 Identify Utility 6 SP - Reveal enchantments without needing a scroll.
11 Rune Read Utility 4 SP - Name a rune's family and form on sight.
20 Value Read Utility 5 SP - Estimate an item's open market price.
23 Bulk Appraise Utility 15 SP 15s Appraise everything in a container in one sweep.
85 Seal Authentic Utility 40 SP 600s Mark an item with your seal of authenticity.

Ledger#

Level Skill Type Cost Cooldown Effect
3 Supplies Utility - - List, refill and inspect your merchant satchel.
27 Write Contract Utility 10 SP 60s Issue a formal binding contract as an object.
41 Escrow Utility 12 SP 60s Hold items between two players until both release.
56 Wholesale Network Passive - - Toggle the best vendor prices in every city.
58 Loan Utility 20 SP 300s Issue a crown loan with tracked interest.
68 Consign Utility 20 SP 30s Take a client's item to sell on their behalf.
69 Transfer Deed Utility 25 SP 60s Broker any owned asset between players.
72 Market Read Utility 20 SP 60s Show a live world price index for a category.
74 Market Report Utility 30 SP 1800s Issue a weekly digest of auction activity.
86 Letter of Credit Utility 60 SP 600s Issue a transferable note redeemable at any vendor.
99 Trade Empire Passive - - Draw a bounded daily tribute from everything you own.

Voice#

Level Skill Type Cost Cooldown Effect
2 Hawk Local Utility 5 SP 30s Broadcast a paid message to your current city.
19 Notice Board Utility 4 SP - Post or read persistent adverts at any board.
40 List Item Utility 10 SP - Put one of your own items into an auction.
46 Hawk Global Utility 12 SP 120s Broadcast a paid message world-wide.
51 Host Auction Utility 15 SP 60s Host another player's item and take a percentage.
93 Headline Anchor Utility 80 SP 86400s Set the day's world news headline.

Stall#

Level Skill Type Cost Cooldown Effect
14 Build Shop Utility 25 SP 120s Raise a player-run shop counter where you stand.
15 Stock Shop Utility 2 SP - Put an item on the counter and price it in copper.
16 Set Price Utility 1 SP - Reprice something already on the counter.
18 Dismantle Shop Utility 5 SP 30s Pack up and collect your stock and takings.
24 Auctioneer Utility 10 SP 15s Run a live room auction with bids and automatic payout.

Architect#

Level Skill Type Cost Cooldown Effect
31 Build Cottage Utility 25 SP 300s Place a cottage in a permitted outdoor room.
32 Sell Room Deed Utility 20 SP 60s Sell the deed to a special house room.
36 Install Room Utility 30 SP 120s Fit a mansion with an armoury, library, vault or similar.
60 Build Townhouse Utility 40 SP 300s Place a townhouse.
67 Build Villa Utility 60 SP 600s Place a villa.
77 Build Manor Utility 80 SP 900s Place a manor.
84 Build Estate Utility 120 SP 1800s Place an estate.
94 Build Palace Utility 200 SP 3600s Place a palace, the top of the property ladder.

Land#

Level Skill Type Cost Cooldown Effect
33 Install Building Utility 25 SP 120s Sell a one-use deed for a special farm building.
35 Sell Smallholding Utility 20 SP 300s Place a smallholding for a buyer.
42 Sell Croft Utility 30 SP 300s Place a croft.
45 Sell Plots Utility 15 SP 60s Sell a farm extra plots of land.
65 Sell Small Farm Utility 50 SP 600s Place a small farm.
76 Sell Working Farm Utility 70 SP 900s Place a working farm.
81 Sell Estate Farm Utility 110 SP 1800s Place an estate farm.
98 Baronial Lands Utility 220 SP 3600s Place baronial lands, the largest holding in the class.

Husbandry#

Level Skill Type Cost Cooldown Effect
9 Sell Songbird Utility 5 SP 30s Sell a songbird companion.
22 Sell Owl Utility 8 SP 60s Sell a messenger owl.
26 Groom Service Utility 6 SP 30s Groom a client's pet for a fee.
28 Sell Dog Utility 10 SP 30s Sell a working dog.
47 Sell Hunting Hound Utility 15 SP 60s Sell a hunting hound tracker.
55 Sell Falcon Utility 18 SP 60s Sell a hunting falcon scout.
59 Vet Service Utility 18 SP 120s Treat a client's injured pet for a fee.
64 Sell Warhorse Utility 25 SP 300s Sell a combat-trained warhorse.
71 Pet Broker Utility 20 SP 60s Broker the sale of a player's existing pet.
78 Sell Direwolf Utility 40 SP 600s Sell a direwolf.
89 Sell Griffin Utility 80 SP 1800s Sell a griffin flying mount.
96 Sell Roc Utility 120 SP 3600s Sell a roc, the finest mount in the class.

Network#

Level Skill Type Cost Cooldown Effect
4 Repair Service Utility 3 SP 30s Mend a weapon or armour's condition up to a level-scaled cap.
5 Stylist Utility 4 SP 15s Restyle a willing client's eyes, hair or features for a fee.
6 Craft Clothing Utility 6 SP 20s Make a one-off garment in the full clothing editor, for coin.
7 Ink Service Utility 5 SP 20s Ink a tattoo onto a willing client in a colour of choice.
29 Hire Cook Utility 18 SP 60s Place a cook in a client's pantry.
37 Hire Farmhand Utility 15 SP 60s Hire a farmhand for a client's farm.
38 Hire Butler Utility 15 SP 60s Hire a butler the client can place at home.
44 Hire Guard Utility 20 SP 60s Hire a guard for a client's mansion.
50 Delivery Service Utility 12 SP 60s Deliver an item across the world for a fee.
53 Hire Steward Utility 25 SP 120s Place a steward that auto-pays a client's upkeep.
62 Hire Shepherd Utility 18 SP 60s Hire a shepherd for a client's farm.
82 Hire Captain Utility 60 SP 300s Hire a mercenary captain.
95 Hire Champion Utility 180 SP 3600s Bind a Champion, the strongest guard available.

Harbor#

Level Skill Type Cost Cooldown Effect
13 Sell Rowboat Utility 5 SP 30s Sell a rowboat at the docks.
49 Fit Ship Weapon Utility 25 SP 120s Fit a weapon to a docked ship.
54 Sell Cutter Utility 25 SP 300s Sell a cutter.
63 Sell Sloop Utility 30 SP 300s Sell a sloop.
73 Sell Schooner Utility 50 SP 600s Sell a schooner.
80 Sell Clipper Utility 70 SP 600s Sell a clipper.
87 Sell Frigate Utility 100 SP 1200s Sell a frigate.
90 Sell Galleon Utility 150 SP 1800s Sell a galleon.
91 Sell War Galleon Utility 250 SP 3600s Sell a war galleon, the largest hull in the class.

Playing a Merchant#

The first ten levels are the friendliest opening in the game, because everything you learn is immediately sellable to somebody. Appraise at 1 answers a question every player has about every drop they pick up. Hawk Local at 2 lets you advertise that you can answer it. Repair Service at 4 gives you a genuine, recurring, in-demand service, and Stylist, Craft Clothing and Ink Service by level 7 give you three more. Park yourself somewhere busy, hawk what you do, and charge for it. Identify at 10 and Value Read at 20 round the appraisal business out into something people will seek you out for.

The middle game is the shop. Build Shop at 14, then Stock and Set Price, and you have a counter that other players browse with list and buy from with buy, exactly as they would at any NPC vendor. Remember two rules: only one shop per room and one shop per merchant, and you have to stay in the room. Wander off for too long and the counter packs itself away and returns your goods and takings. Coin from sales is held until you dismantle, so a shop is a commitment for the evening rather than something you leave running. Auctioneer at 24 is the alternative when you have one valuable thing rather than a stock list.

From the thirties onward the class becomes property. Architect, Land, Husbandry and Harbor are four parallel ladders that all work the same way: a sequence of increasingly expensive things you place or sell for other players, with cooldowns that grow from minutes to an hour at the top. You do not need to climb all four. Pick the one your server's players actually want and specialise, since the SP costs at the top end are high enough that spreading yourself thin means never having capital when a buyer appears. Network sits alongside all four and is what makes the properties worth owning, since a mansion wants a butler, a steward and a guard, and a farm wants a farmhand and a shepherd.

The thing to plan around is that you cannot fight. Not badly, not slowly, not at all. You have no combat skills, no armour category access, and a class configuration built for bargaining rather than blades. That means levelling is a problem you solve socially: group with people who can fight, be useful enough to be worth bringing, and let the party earn what you cannot. It also means that anywhere dangerous is genuinely dangerous for you, and that a merchant who wanders into a contested area alone is unlikely to wander back out. Work the cities, work the guild channel, and let the customers come to you.

At the very top, Wholesale Network at 56 and Trade Empire at 99 change the economics. The first gets you the best vendor prices everywhere, which quietly improves every other thing you do. The second pays you a bounded daily tribute from every mansion, farm and ship you own, which is the closest thing in the game to income that does not require you to be logged in doing something. Getting there means having built and kept a genuine portfolio, so if you are aiming at the capstone, start thinking about what you own rather than what you sell somewhere around level 60.