Trickster As the name implies, the Trickster plays with their enemies' minds. Using their skills, the Trickster can cause others to hallucinate, have waking nightmares, or convince them that they want to give up cherished possessions. Spellcasters facing off against a Trickster may find that they are unable to vocalize their spells and all those who face off against a Trickster may find that it feels like there is more than one.
Level 1: silence
Syntax: cast silence <target> Cooldown: 3 minutes This nasty spell is used to silence a target, making it impossible for them to utter magical incatations or speak. At 100% mastered, this spell will silence a player for around 12 seconds and a mob for 60 seconds. Level 3: hallucination
Syntax: cast hallucination With this spell, a Trickster can create a powerful illusion of an inferno in a room. Those in the room and those who enter will be harmed and plagued with fiery hallucinations and remove all of their equipment. Those who are resistant to mental damage are harder to trick and those who are immune cannot be. The higher this spell has been learned, the greater the chance that the trick will succeed and the longer the effect will last. The damage is based on the caster's wisdom. If it harms the victim enough to cause death, the caster will receive experience if they are in the same room. This trick does not work on peaceful players if it is cast by a player-killer. Damage type: Mental. Main stat: Wisdom. Level 5: nightmares
Syntax: cast nightmares <victim> Cooldown: 2 minutes With this spell, Tricksters cause their victims to experience traumatic nightmares. The victim breaks out in a sweat and starts hitting with less force. If the nightmares are horrifying enough, there is a chance that the victim will become stunned. Once this spell has been mastered, the chance to stun is 100%. Because it is a taxing spell, the mana cost is 500. Damage type: Mental. Main stat: Luck. Level 7: convince
Syntax: convince <mob> remove <item> convince <mob> drop <item> convince <mob> get <item> convince <mob> quaff <item> convince <mob> eat <item> convince <mob> drink <item> convince <mob> <direction> Based on a combination of luck and intelligence, a skilled individual can attempt to convince a mob to perform certain actions 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. 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. 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. Level 10: duplicity
Syntax: cast duplicity This self-cast Trickster spell creates an illusory copy of the caster, which steps out of the Trickster's body and assists in melee. The chance to do an extra melee attack is based on the proficiency level of this skill. Once the skill has been fully mastered, the trick will always work, unless the victim's intelligence is high enough to recognize that it is an illusion, in which case it has a chance to fail.