College merits are Witchbrook's academic rewards. Completing college assignments earns them, and they can be spent at the college shop or used to gain entry to exams. Business money pays for classes; merits and subject knowledge serve different parts of your academic progression.
The important planning choice is therefore not simply to collect as many rewards as possible. You need the merits to enter an assessment and the relevant knowledge to do well once you take it.
Earn merits by applying what classes teach
The college posts assignments throughout the week. Many send you into Mossport to help a resident rather than keeping the whole lesson inside a classroom.
The disclosed process connects several activities:
- Check the assignment board and read the resident's request.
- Visit the person for a consultation to understand the problem.
- Use material in the school library to identify a suitable solution.
- Gather the ingredients or use the skills needed to put that solution into practice.
- Complete the work and deliver the result.
Completing the assignment earns merits. The resident may also send a thank-you gift, which is an additional possible reward rather than the currency itself.
An interview illustrates this with an imagined exhausted bus driver: investigating his problem, researching a tea, gathering herbs, brewing it and delivering it. The useful part is the consultation-to-solution structure. The illustration should not be treated as a guaranteed named quest or a fixed recipe you must memorise before starting.

This posted star-reading assignment offers 150 merits. It is a different example from the 138-merit consultation reward discussed below.
A preview shows the process beyond the noticeboard
Official TGS footage shared with creators gives the assignment loop a more concrete example. The player accepts a consultation for Elena, visits the client, gathers ingredients and uses the alchemy classroom's crafting table.
Crafting itself involves placing a container on the table, adding differently shaped ingredient pieces and fitting them into the available area before selecting Craft. The completed item is then taken to the client's doorstep.

The crafting interface is part of completing practical work; this frame is not a reward screen.
The reward display in that footage appears to award 138 merits. That is one shown reward, not a standard payment for every consultation. The creator also wonders whether it differs from an earlier posting, but the reason is not established. It cannot support a formula for speed, product quality or extra-service bonuses.
The example is useful because it shows what sits between accepting a job and receiving the merits. Taking a request is the start of practical work, rather than an immediate academic reward.
Merits also connect with studying and helping the town
The official explanation describes rewards for helping around Mossport, completing side quests and unlocking knowledge. It uses both merits and credits in the prose without defining a separate third currency; there is no reason to construct an additional credit system from that wording.
TGS study footage also displays new knowledge accumulated, study time passed and merits earned. Its possible bonus conditions include studying with a friend and studying at the college.

This session displays its own knowledge, time and merits counters, with college and friend-related bonus conditions.
That ties merits to a wider picture of being a witch, rather than assuming the noticeboard is the only relevant screen. It does not provide a numerical comparison proving that study sessions beat consultations or that one study location is always best.
Spend merits at the shop or on exam access
The two explicitly stated uses create a practical choice.
| Use | What you receive | Why you might prioritise it |
|---|---|---|
| College shop | Items from the school's selection | You want something the shop offers |
| Exam entry | Access to an academic assessment | You are ready to work towards the next grade |
If an exam is your immediate goal, inspect its requirement before spending your balance on an optional item. That is a decision based on the two uses of merits, not a universal instruction to keep a made-up reserve.
The preview exam interface shows an academic merit balance alongside individual exam requirements and recommended knowledge. It gives you a way to consider access and readiness together. A complete final cost table has not been established here.
Having enough merits does not mean you will pass
Exam marks depend on the relevant sections of your knowledge collection. A Magical Medicine assessment, for example, can draw on herbal tea, salve and Herbology knowledge.
You develop that collection by studying and practising. Discovering a herb can introduce its entry and description, while learning more detailed information may require repeated practical experience. Early on, borrowing library books supplies information your character has not yet memorised.
Coven study groups offer mock exams to help test preparation. Use those sessions to assess what you know; earn merits to address the entry requirement. Neither replaces the other.
Passing the required exams opens new classes, spells, activities and some dangerous areas. Each completed exam also entitles you to a spell lesson with Professor Carlyle. That makes merits valuable because of the opportunities they help you access, not because the merit balance itself represents mastery.
Keep tuition money separate
Your witch business generates money to pay class fees. It can involve supplying customers, delivering goods by moped or licensed broom, and stocking a Sunday stall.
An assignment and a business order may both send you to a resident's door, but their roles are different. Check the request and its displayed reward rather than assuming every delivery awards merits. Income keeps education affordable; merits open assessments and school purchases; knowledge prepares you to succeed in those assessments.
