Primary Class Guides

Merchants are clever frontline traders who turn utility into progression. On Age of Ymir, that means strong early access to inventory convenience through , zeny tools like and , and reliable leveling power through or . AoY also softens one of the line's biggest costs because has its zeny cost reduced by 50% here.
Merchants also wear heavier armor than many other first classes and make especially good use of , which gives them a more durable and direct combat feel than their support-style toolkit might suggest.
Details
Merchants are durable utility fighters with strong item economy tools, cart-based leveling options, and natural progression into Blacksmith or Alchemist.

| Job Bonuses | STR+5 AGI+1 VIT+4 INT+1 DEX+5 LUK+2 |
|---|---|
| Type | MeleeUtilityEconomy |
| Max Job Level | 50 |
| Base Skills | 7 core + 5 quest skills |
| Next Jobs | or |
| Job Change Area |
| Equip | Attack Speed | From Novice |
|---|---|---|
| Bare Handed | 156 | 0 |
| Shield | -5 | +5 |
| Dagger | -12 | +3 |
| Sword (One Handed) | -12 | +5 |
| Axe (One Handed) | -8 | +2 |
| Axe (Two Handed) | -15 | N/A |
| Mace | -10 | 0 |
Builds
This is the signature Merchant leveling route. Group monsters and repeatedly use while keeping your heavy enough to maximize damage. The guide strongly recommends getting Cart Revolution for free from the official Merchant Guild job change in , because the Academy route skips those bonus job skills.
Keep your cart filled with cheap weight items like and prioritize survival stats if mobbing feels unstable. A heavier cart directly strengthens the build.
This route focuses on softening or killing enemies one at a time with and then finishing them with fast follow-up attacks. It is still niche because every cast costs zeny, but AoY cuts that cost in half, so the route is less punishing than older official descriptions make it sound.
Ideal targets are passive monsters like and , where your ASPD and Flee can keep the pacing smooth without getting overwhelmed.
Skills
| Icon | Skill | Max Level | Description |
|---|---|---|---|
| Passive | 10 | Reduces NPC buy prices by up to 24%, making it one of Merchant’s defining economy tools. | |
| Passive | 10 | Increases your character weight limit by up to 2,000, helping both looting and sustained leveling. | |
| Active | 1 | Identifies items without needing a Magnifier, which is a practical quality-of-life skill while farming. | |
| Offensive | 10 | Powerful melee hit dealing up to 600% damage, at the cost of increasing zeny per cast. On AoY, that zeny cost is reduced by 50%. | |
| Passive | 10 | Increases NPC sell value by up to 24%, pairing naturally with Discount for core Merchant utility. | |
| Passive | 10 | Lets you carry an additional 8,000 weight and 100 items in cart storage, which also powers Cart Revolution setups. | |
| Active | 10 | Opens a player shop with up to 12 stacks, enabling Merchant’s signature selling gameplay. | |
| Quest | 1 | Merchant’s core AoE leveling skill, dealing melee splash damage that scales with cart weight. | |
| Quest | 1 | Changes cart appearance as your progression advances. | |
| Quest | 1 | Support buff that grants STR and ATK to party members. |
Equipment
For early beginners on AoY, the are also very helpful, since they provide free equipment that can carry your Merchant comfortably through early leveling while you build toward Blacksmith or Alchemist.
| Equipment | Description |
|---|---|
| The official Merchant Guild job change rewards this weapon and also preserves the free bonus Merchant quest skills, making it the preferred route. | |
| The guide recommends the Izlude Enchanter Mounds route so your starting Cotton Shirt gets HP and SP enchant value before your job progression continues. | |
| Useful low-budget HP card for your early armor when you need more stability during Cart Revolution mobbing. | |
| Another strong beginner armor card option if you want extra HP / SP value from your enchanted Cotton Shirt. | |
| The leveling route specifically calls this out as the fast-track way to AoE level from very early base levels at Sunken Ship. | |
| If you lack an AoE skill on other class routes, this provides access to Magnum Break-style farming; it is still a useful cross-build tool to know. |
Leveling
| Level Range | Location | Notes |
|---|---|---|
| 3-56 | The fast route uses plus AoE skills like to rush early levels. | |
| 10-21 | Without the fast-track route, focus on until about level 21. | |
| 21-41 | Continue on passive targets like while your ASPD or Cart Revolution setup comes online. | |
| 41-55 | Shift into and target , , and . | |
| 55-60 | Continue stacking and kills through AoY leveling quests while you prepare for your second class plan. |
Job Change
You can become a Merchant once your Novice reaches Job Level 10. On Age of Ymir, you have two practical routes:
| Route | What You Get | Notes |
|---|---|---|
| and bonus skills like , , and . | Go to the Merchant Guild in and speak with Guildsman Mahnsoo. This is the best route if you want the official bonus Merchant skills. | |
| , , , , and a . | Use . Ezekiel in the Main Office grants quest/platinum skills automatically and skips the official guild route. |
Recommendation
- If you want the best Merchant start, use the official Alberta Merchant Guild route so you keep the free bonus Merchant skills.
- If convenience matters more than the official flow, use the AoY Job Master and continue progression from there.
Source referenced for class guide details: iRO Wiki: Merchant

Details
Builds
Skills
Equipment
Leveling
Job Change