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    Farthest Frontier

    Overview[edit | edit source]

    Original article: Traders (Merchant)
    Related article: Beginner's Guide
    Also see: Category:Game Concepts

    There are six traveling merchants (sometimes referred to as simply merchants or traders) who, once able to, will happily visit your settlement and trade Resources with you.

    Trade offers an opportunity to prosper and profit off the townspeople’s hard work. Traveling merchants bring goods from abroad, and gladly pay gold for what your town is producing.

    Trading is a great way to acquire goods before your town can produce them. In fact, in the beginning, it is the only method by which you can acquire heavy tools. Likewise, you will not find cows conveniently roaming in the wild, so if you are planning on filling your barn with milk-bearing cattle, you will need to trade for them.

    Each merchant is interested in different goods, and they in turn bring different goods with them to trade. Prices fluctuate with demand, and you may find that wares you bought in the past are suddenly much cheaper, or more expensive, on subsequent visits. This may prove costly in times of desperation, or be a great buying opportunity.

    The six traveling merchants[edit | edit source]

    This section requires articles be written for each of the traveling merchants, some of which are still pending.

    Traveling merchant Arrives
    % / months
    TC1
    Gold2
    Primary trades Primary relics

    Atka of the Iron Clan
    66%
     
    Late Jan to late Apr
    No
     
    Gold

    2000-2500

    Buys
    Beer, Candles, Pottery
     
    Sells
    Heavy Tools, Tools
    Targo's Hammer, Shard of Markovian's Blade

    Strategy[edit | edit source]

    This section (in fact, what may end up being multiple subsections) pending.

    Detailed analyses[edit | edit source]

    This section (in fact, what may end up being multiple subsections) pending.

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