CharmerThe Charmer has developed an unnatural ability to get what they want from
others. Shopkeepers find themselves wanting to give the best deals to
Charmers, even giving them things for free. Oddly enough, the shopkeepers
themselves can't tell you why they do it. Outside of shops, Charmers also
finds it possible to convince others to do their bidding, even convincing
their enemies not to hit them as hard.
SkillsLevel 1: charm
Syntax: cast 'charm'
This spell, if successful, causes the victim to follow you and to take
orders from you. Use order to order your charmed followers. It is
impossible to charm monsters higher level than you. Some monsters are
immune to charm. Aggressive monsters will become peaceful when charmed.
When a mobile is charmed, its hitpoints and damage is adjusted to that of a
normal familiar. If the pet's level is lower than your level, their level
will be increased halfway up to your level, otherwise the level will be the
same as the mob that was charmed. Monsters who have immunities to damage
types will no longer be immune to these damage types but instead resistant.
Level 3: charisma
Using their charisma, Charmers persuade shopkeepers to give them more items
than they originally purchased. This skill has a chance to increase when an
item is purchased. If items are purchased in bulk, there is a chance for the
skill to increase for each item purchased.
‑ Chance starts at 1%.
‑ Chance +2% once the skill has been fully mastered.
‑ Chance +5% if currency is in gold, your luck*5 is greater than the cost of
‑ Chance +5% if currency is in questpoints, your luck is over 1000, and the
skill proficiency is 75% or higher.
Level 5: convince
This skill can be used to convince a mob to perform an action, such as
moving in a certain direction, or using commands like remove, drop, get,
quaff, eat, and drink.
If you fail to convince the mob to perform the desired action, the mob will
shake its head at you and possibly even attack you. The higher this skill
is learned, the lower the chance will be that the mob will attack. If you
convince a mob to quaff a potion that harms them, they will be none too
pleased and retaliate.
At 50% learned, it's possible to convince a mob to move to a room where
there are no more than 5 other mobs. This maximum increases to 10 mobs once
the skill has been mastered.
At 100% learned, you might even be able to convince someone to attack a
specific target, but only if the attacking mob's level is no higher than
151 and you can attack the victim yourself.
It's not possible to convince the mob to leave the current area it's in.
This skill does not work if either you or the mob are currently fighting
someone. Monsters who are more than 15 levels above you can't be convinced
to do anything. There is no failure message if the mob can't carry out the
desired action, such as dropping a non‑existent item or a nodrop‑flagged
item, or ordering a mob to walk through a closed, nopass‑flagged door.
It is against the rules to use this skill to grief another player by
purposefully moving an aggressive monster into the player's path.
Primary stat: Luck.
Level 7: winning smile
Using their alluring appearance, a Charmer can flash a winning smile at a
shopkeeper and whittle down the price of an item when buying it, or raise
the price of an item they are selling. The luck stat also plays a role in
these transactions. This skill works in both questpoint and gold shops but
not in player shops.
Main stat: Luck.
Level 10: glamour
Syntax: cast glamour
This self‑cast Charmer spell magically enhances the caster's charisma to
such a degree that their looks can captivate and hypnotize even their foes,
who become more hesitant to harm the Charmer, thus decreasing the damage the
Charmer takes in combat. The more skilled the Charmer becomes at altering
his appearance, the more protection his pleasing looks will offer him. When
fully mastered, the resistance to damage is 5%.