The Merchant (商人, Shounin) is an infrequently occurring vocation in the early games in the Dragon Quest series.
Merchants have the ability to pick up additional gold after a battle, as well as appraise items free of charge. In battle, merchants are only average in attack and defense, slightly better than a Priest. In Dragon Quest III, this is the only vocation required to advance the plot.
In addition to being able to find extra gold after battles, a merchant is also needed to progress through the story. An old man in a field on the North America-esque continent requires one to help him build a town, and will take a merchant regardless of their level. The merchant you leave will drop his/her items off at the vault (bag in the Super Famicom and Game Boy Color Version).
While the town develops well, the merchant will eventually be jailed due to pushing the townspeople too hard and succumbing to greed. Prior to being arrested, the merchant obtains a Yellow Orb which he/she will inform The Hero is in his/her house. Warning: the Merchant will not rejoin the party in the NES version. Do not make the mistake of changing another character into a Merchant to complete the event.
In all remakes and subsequent ports, the merchant will be freed from prison after Ramia is hatched. Said merchant will be playable again if approached, and will wait for the player in Aliahan.
Equipment and Stats
|| Starting Stats
|| Maximum Stats
Torneko begins his tale behind the counter in the weapons shop in Lakanaba, and gains several merchant-related skills in the remakes of IV.
Merchant is one of the prerequisites for the Ranger vocation (along with Monster Master and Thief). Though the vocation reduces most of a character's stats, a merchant will gain additional gold at the end of battle as their rank increases.
|| Bonus Gold
|Battles to Master
|| Extra gold per battle
||Reveals the nature of the treasure in a chest. Also enables item appraisal.
||Save up energy to bolster the next attack.
||Dig in the dirt to unearth hidden treasure.
||Lowers the enemy's MP.
||A booming yell to make the enemy recoil in fear.
||Sacrifice the self to slam the enemy senseless.
||Summons on-the-spot aid with a sonorous shout.
||Call to Arms
||Enlist the aid of an army of mercenaries...for a price.