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

Cooldown: 3 minutes

This nasty spell is used to silence a target, making it impossible for them
to utter magical incantations.

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

There is a maximum of 10 hallucinations in an area once this spell has been

Damage type: Mental.
Main stat: Wisdom.

Level 5: nightmares
Syntax: cast nightmares

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 remove
convince drop
convince get
convince quaff
convince eat
convince drink
convince kill

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. Bosses are immune to convincing.

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, locked 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 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.