Build · Gather it, make it, sell it
Redguard Artisan
A trader and crafter who levels by completing deals and works the online professions: mining, logging, hunting and fishing for materials, then smithing and cooking to turn them into gold.
Redguard · custom class
Hammerhand
- Mercantile
- Blunt Weapon
- Dodging
- Axe
- Medical
- Running
- Climbing
- Jumping
- Swimming
- Streetwise
- Etiquette
- Pickpocket
- Strength
- 65
- Intelligence
- 40
- Willpower
- 35
- Agility
- 40
- Endurance
- 70
- Personality
- 55
- Speed
- 35
- Luck
- 60
10 (+2 points)
- Expertise In Blunt Weapon+2
- Rapid Healing General+4
- Forbidden Weaponry Missile Weapon-2
- Forbidden Weaponry Long Blade-2
- Forbidden Shield Types Kite Shield-1
Why this build
- Why a Redguard: the race table gives Redguards a stat-driven bonus with blunt weapons, long blades, axes and bows, so a hammer or a mace in hand is covered while you work. See Races and weapon bonuses.
- Why Mercantile is primary: it rises once for every completed deal, however many goods change hands, so trading is what levels you. See Shops and haggling.
- Why Personality 55: Mercantile and Personality both move every price. Buying, Mercantile carries about three quarters of the haggle and Personality the rest. See Shops and haggling.
- Professions are separate from your class. The ten tracks (mining, logging, smithing and the rest) have their own ranks and XP, and only exist online. See Crafting and professions.
- Total +3, skills advance at ×1.08 the effort. 10 HP costs 2, advantages give +6 and the disadvantages give −5.
Open this build in the class calculator
Gear you start with
Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.
- Mercantile (primary): . Extra gold: between your Luck and four times your Luck.
- Blunt Weapon (primary):
Mace,
Flail,
Warhammer, Light Flail. One blunt weapon: a mace, flail, warhammer or Light Flail. - Dodging (primary): . A casual cloak.
- Axe (major):
Battle Axe,
War Axe, Archer's Axe. One axe: a battle axe, a war axe or an Archer's Axe. - Medical (major):
Bandage. Four bandages. - Running (major): . Shoes.
Weapons that fit
Every weapon for the weapon skills this class trains and does not forbid.
| Skill | Weapon | Damage | Weight | Price |
|---|---|---|---|---|
| Blunt Weapon | 1–8 | 2 | 5 | |
| 1–12 | 6 | 12 | ||
| 2–14 | 7 | 15 | ||
| 3–18 | 8.5 | 20 | ||
| Light Flail | 3–10 | 4 | 14 | |
| Axe | 2–12 | 6 | 20 | |
| 2–16 | 7.5 | 20 | ||
| Archer's Axe | 2–10 | 3 | 14 |
Legendary pieces worth chasing
Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.
- Gortwog's Cleaver (weapon): +36% damage, +10 Strength, +25 Axe. Orc Rage
- Graveward (weapon): +30% damage, +10 Endurance, +25 Critical Strike. Sanctified
- Orsinium's Anvil (weapon): +32% damage, +12 Strength, +25 Blunt Weapon. Earthshaker
- The Direnni Staff (weapon): +20% damage, +15 Intelligence, +25 Destruction, +10 Willpower. Arcane Conduit
- Gauntlets of the Rose (armour): +14 armor, +12 Strength, +25 Hand-to-Hand. Open Hand
- The Mountain's Root (armour): +16 armor, +12 Endurance, +40% carrying capacity. Bedrock
- The Raven's Wings (armour): +14 armor, +12 Agility, +25 Dodging. Raven's Evasion
- The Wall of Daggerfall (armour): +18 armor, +12 Endurance, +40% Shock resistance. Bulwark
- The Warden (armour): +15 armor, +12 Endurance, +40% Magic resistance. Last Stand
- The Wayrest Courier's Treads (armour): +12 armor, +15 Speed, +25 Running. Courier's Haste
- Titanheart (armour): +12 armor, +15 Strength, +40% carrying capacity. Unyielding
- Foxglove (jewellery): +15 Luck, +10 Speed, +35% Poison resistance. Fortune's Favour
- The Mark of the Hist (jewellery): +12 Endurance, +45% Poison resistance, +25 Swimming. Hist-Sap
- The Reachman's Torc (jewellery): +12 Strength, +10 Willpower, +40% Shock resistance. Hagraven's Pact
- The Alik'r Wayfarer's Robes (clothing): 45% weatherproof, +25 Running, +6 standing with Commoners. Desert-Born
- The Pilgrim's Sandals (clothing): +25 Running, +22 Jumping, +10 Personality. The Long Road
Guides for this build
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Shops and hagglingWhat a shop asks and pays, how Mercantile and Personality change it, and what changes online.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- Food and cookingHow long each food keeps you full, how it spoils, and how to cook raw meat and fish.
- Crafting and professionsThe ten online professions: ranks, tiers, XP, specialisations, and where to look up every recipe.
- Foraging toolsThe six foraging tools, where each can be used, what it finds and what the finds are worth.
- Repairs and armourWhat armour materials do, how repairs are priced, and what a repair kit can and cannot do.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.
- Weight, bandages and trainingWhat carrying too much costs you, how bandages heal, what guild training costs, and two smaller rules from Roleplay & Realism.
Calculators for this build
Class calculatorShop price calculatorProfession rank and XPEncumbrance calculatorBank loan and letter of credit