The Let's Play Archive

Bravely Default

by Greyarc

Part 129: Let's Learn Jobs: Merchant

Let's Learn Jobs: Merchant



Merchants are an excuse to have posh outfits a utility job, with the gimmick of most of their abilities adding or taking from the party's monies.

Merchant is not a standard for Final Fantasy, though someone mentioned it was a class in side game Final Fantasy: The 4 Heroes of Light, also made by the Bravely Default team.




Job icon is the classy top hat the guys wear. Command icon is a single gold token/pg (Bravely Default's currency), because what's more important to a true person of business?



Why are we bringing businessmen onto the battlefield, again? Fashion, because with intellect as their sole decent trait and below average vitality, their gameplay viability is limited.



Blue are support abilities, red are skill abilities.

Level 1 - Pay to Play: Spend level x 50 pg to raise target's critical rate by 300%. Max 1000%, lasts four turns.
Level 2 - Salesman: Attempt to convince enemy to buy recovery item for sell price x 2.4.
Level 3 - White Knight: When user is under 20% HP, ally with highest HP will take single-target physical damage in user's place. (Cost: 1)
Level 4 - Pharmacy: Purchase recovery item and use it on target. Costs standard amount of pg.
Level 5 - Hedge Risk: Take half damage, spending pg equal to damage not taken. Lasts five turns.
Level 6 - Takeover: Spend level x 50 pg to deal equivalent damage. Ignores Default.
Level 7 - BP Drink: Spend pg to restore BP to target. 1 BP = 1k pg, 2 BP = 10k pg, 3 BP = 100k pg.
Level 8 - Speculate: 50% chance to deal double damage, 50% chance to deal no damage. (Cost: 1)
Level 9 - More Money: Allows other jobs to equip the Merchant specialty. (Cost: 2)
Level 10 - Millionaire: Gives level x 25 pg to player who summons this move using Summon Friend.
Level 11 - Big Pharma: Restore enemy HP, gaining pg equal to amount restored.
Level 12 - Full Leverage: x2 damage, recovery, HP/MP/BP ability cost for battlefield. Lasts five turns.
Level 13 - Low Leverage: Half damage, recovery, HP/MP/BP ability cost for battlefield. Lasts five turns.
Level 14 - Payoff: Spend money to end battle. Obtain pg, exp, and JP as normal. Amount spent increases chance of success.

Merchant specializes in strange, special case, funnily named abilities. Since most rely on cash, a true battle-ready Merchant isn't possible until late in the game or with a lot of grinding.



The best Merchant ability, money gain x 1.5.

NOTE: despite the ability stating in-game it stacks when multiple characters use it, it does not. It does, however, stack with money-boosting items.



This round, everyone's outfits are based on mid 1800s-early 1900s U.S. fashion. The guy outfits include top hats, capes over upperclass menswear, and oversized pocketwatches. The gals do the southern belle look, including hoop skirts and jewelry large as money can buy.

Sorry to say, everyone's hats are too grand and get cut off on the game screen. Upside is, this way you can imagine the top hats extending for eternity.