After time, a merchant will hone their skills and begin to create artisan works. Merchants are the true force of any society. They prepare the steel that fights wars; build the structures that house us; and create the amenities of our everyday life like clothing and furniture. Without them, societies are crippled.

Feats

Carpenter Training

Tailor Training

Cook Training

Fletcher Training

Master Craftsman

Combat Training

Skills

Skills at level 1 (Might vary slightly based on race!) Merchant's can use a combination of feats and perks to raise their caps
Skill Starting Cap
Blacksmithy 30 40 *
Bowcraft 30 40 *
Carpentry 30 40 *
Cooking 30 40 *
Dodge 10 60
Fishing 30 100
Healing 10 60
Lumberjacking 30 100
Mining 30 100
Musicianship 10 100
Resisting Spells 30 100
Tailoring 30 40 *
Tinkering 30 40 *
Aim (Archery) 5 20
Fencing 5 40
Mace Fighting 5 40
Swordsmanship 5 40
Tactics 5 40
Wrestling 5 40
Camping 30 100
Cartography 20 80
Detect Hidden 10 100
Haggling 40 100
Item Identification 20 80 **
Taste Identification 30 100

* - Can be raised through .perks 'Professions'

** - Can be raised through .perks 'Skill Research'

NOTE: Stealth and Hiding are a combined Skill on UOMyth

Restrictions

Merchants can wear light and medium armor of most types and use most weapons though they are generally not effective in combat without combat training.

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