Post by Mog Boss on Mar 27, 2019 11:18:56 GMT
Merchants are the life-blood of the Adventurer world. They are the individuals who forsake exceptional combat abilities in order to be more proficient in gathering materials for themselves, crafters, or the group that they are adventuring with. They are not particularly strong - however, they have a good sense for business and can support their allies by getting them the goods.
Merchant (Job) - Merchants start with 6,000 Gil for which to grow their business. You only gain this bonus if you start with your main job as Merchant.
+25 HP, +60 MP, +60 SP.
Craftsmanship (T1) - This individual is a trained Merchant. They are able to take up 2 Gatherer roles, and 2 crafting roles instead of just one of each.
Born for Business (T2) - This individual has a great eye for deals. They are able to buy materials from resource suppliers for half the normal cost.
Master Gatherer (T2) - This Merchant understands the importance of gathering, and thus have refined their skill. They proc any Gathering node (Ore node, Hunting Spot, Nature Node, Soil Mound) they interact with twice.
Salesman(T2) - The merchant has studied the art of the sale. When selling items to an NPC they sell the item at 50% the original price instead of 30.
Master of the Land (T3) - This Merchant has dedicated themselves to gathering what they need to maintain their business. When they use a Gather Node, that node's respawn cooldown is halved.
Duplicator (Unique, T5) - This Merchant is somehow able to duplicate any item they have seemingly through their connections to the rest of the Merchant world. For 5000 Gil, they can duplicate any crafting material in their inventory - once per day.
Moogle Merchant (Unique) (T5) - This Merchant has learned the ways of Moogle culture, and is able to utilize the creatures for various purposes. They gain access to the Moogle Shop verb, which allows them to establish a player run shop that generates 20% extra Gil for each sale. In addition, they gain 'Gatherer' moogles for each gathering type, which they may place in a location of their choosing. Every 24 hours, the Gatherer moogles come off cooldown, and a free gather roll may be made from them.
Merchant (Job) - Merchants start with 6,000 Gil for which to grow their business. You only gain this bonus if you start with your main job as Merchant.
+25 HP, +60 MP, +60 SP.
Craftsmanship (T1) - This individual is a trained Merchant. They are able to take up 2 Gatherer roles, and 2 crafting roles instead of just one of each.
Born for Business (T2) - This individual has a great eye for deals. They are able to buy materials from resource suppliers for half the normal cost.
Master Gatherer (T2) - This Merchant understands the importance of gathering, and thus have refined their skill. They proc any Gathering node (Ore node, Hunting Spot, Nature Node, Soil Mound) they interact with twice.
Salesman(T2) - The merchant has studied the art of the sale. When selling items to an NPC they sell the item at 50% the original price instead of 30.
Master of the Land (T3) - This Merchant has dedicated themselves to gathering what they need to maintain their business. When they use a Gather Node, that node's respawn cooldown is halved.
Duplicator (Unique, T5) - This Merchant is somehow able to duplicate any item they have seemingly through their connections to the rest of the Merchant world. For 5000 Gil, they can duplicate any crafting material in their inventory - once per day.
Moogle Merchant (Unique) (T5) - This Merchant has learned the ways of Moogle culture, and is able to utilize the creatures for various purposes. They gain access to the Moogle Shop verb, which allows them to establish a player run shop that generates 20% extra Gil for each sale. In addition, they gain 'Gatherer' moogles for each gathering type, which they may place in a location of their choosing. Every 24 hours, the Gatherer moogles come off cooldown, and a free gather roll may be made from them.