Kurzick Merchant

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Kurzick Merchant
Kurzick merchant f.jpg
Affiliation Kurzicks
Type Human
Profession Warrior Warrior
Service Merchant
Alliance service
Level(s) 20
Campaign Factions

In outposts, Kurzick Merchants provide discounted items for members of an alliance who have control over the outpost they are in. In explorable areas, these merchants only provide services to players who have more unspent Kurzick faction points than Luxon faction points or have bribed the Kurzick Priest at that Resurrection Shrine.




"Select an item from my list below, then click "Buy.""
"Select an item from your inventory below, then click "Sell.""

If every party member has more unspent Luxon faction points than Kurzick faction points and the Kurzick Priest at that Resurrection Shrine has not been bribed:

"I'm sure the Luxons would be more than happy to serve you."
"I have no interest in dealing with a barbarian like you."

Goods offered[edit]

Item Cost in explorable areas Cost in outposts
Vial of Dye [Gray] 50Gold 40Gold
Salvage Kit 100Gold 80Gold
Expert Salvage Kit 400Gold 320Gold
Superior Salvage Kit 2 Platinum           1Platinum 600Gold
Identification Kit 100Gold 80Gold
Superior Identification Kit 500Gold 400Gold
Belt Pouch 100Gold 80Gold
Bag 100Gold 80Gold
Rune of Holding 500Gold 400Gold
Small Equipment Pack 2Platinum 500Gold 2 Platinum          
Kurzick Key or Luxon Key - 480Gold
Kurzick Key 600Gold1 -
Lockpick 1Platinum 500Gold 1Platinum 200Gold
Scroll of Adventurer's Insight 200Gold 160Gold
Scroll of Rampager's Insight 250Gold 200Gold
Scroll of Hunter's Insight 300Gold 240Gold
  1. Kurzick Keys are always offered in explorable areas, even in the Jade Sea where there are no Kurzick Chests at all.


  • Like Kurzick Priests, Kurzick Merchants at Resurrection Shrines determine their attitude towards the party the first time a player enters compass range, and will not change it unless the priest at the shrine is bribed, even if the party's faction totals change.
  • Kurzick Merchants cannot fight and will flee from danger, but must still be killed to activate the shrine if the priest is challenged to a fight.
    • The merchant may flee behind the zone portal, but will return to the shrine if no creatures hostile to him are too close.