Charlatan

The Charlatans are live on their modern command path. Their many-pocketed cloak keeps their road training and Rank notes, while their tricks cover control, volatile ash brews, poison leverage, and temporary loaded weapons.

Charlatans are Wayfarian tricksters who make lies useful. They win by creating the wrong certainty at the right moment, carrying a pocket for every bad idea, and ensuring that even their successes have suspicious fine print.

Progression

Charlatans earn guild XP from level-appropriate combat and bosses. GXP raises Charlatan Rank; ranks fund road selections rather than a second copy of classic guild level. gscore charlatan shows current rank, XP, roads, profession gates, and unspent points. Each rank after the first grants one road point through a total of thirty; use croads train <road>. Roads cap at ten, so Rank 31 provides enough points to complete all three. Later Ranks open horizontal schemes rather than additional road points. Every new Charlatan begins with confuse and suckerpunch; Misdirection improves both rather than gating the guild's first direct attack.

RoadPlay patternCandidate skills
MisdirectionControl, escape, illusion, social pressureImproves confuse and suckerpunch; distract at road 2; avoid at road 3
VolatilityDangerous mixtures and bottled weatherbrewacid and cookash at road 1; brewelement and concoct at road 2
ContrabandPoisons, weapon tricks, rigged objectsloadweapon at roads 1-4; cdip at 1; stretchpoison and pocketsand at 2

Advanced Schemes

Beginning at Rank 35, every fifth Rank through 105 opens one scheme in Drina's ledger. Learning permanently records the scheme in the Charlatan cloak and costs 1,000 gold per required Rank. A learned scheme can fill an empty active slot for free; replacing an occupied slot costs half the incoming scheme's Rank in thousands of gold, with a 25,000 minimum. Drina must be present for learning and loadout changes.

Charlatans have one active scheme slot initially, two at Rank 50, three at Rank 100, and another every fifty Ranks thereafter. All fifteen schemes can be learned by Rank 105, but only three can be active then. schemes shows the catalogue, permanent cloak notes, active loadout, effects, and prices.

Learned schemes and the active loadout remain scribbled in the cloak. Older cloaks begin with blank scheme pages, while their existing roads and road points remain intact.

RankSchemeRoadSidegrade
35Hair TriggerContrabandA successful weapon load immediately throws a carried elemental or acid flask at the current foe
40Unstable MixtureVolatilityElemental throws lose 20% direct damage and apply Burning, Chilled, or lost concentration
45Bad BatchVolatilityCookash gains two potency, loses 25% duration, and has a 25% chance to become another colour when quaffed
50Hot MerchandiseContrabandWeapon loads last 50% longer and double their fitting side effect
55Cut ProductContrabandStretch Poison leaves a second weaker owner-bound dose preserving the source poison's special nastiness
60Loaded QuestionMisdirectionConfuse trades paralysis for a concentration block lasting three seconds longer
65Second StoryMisdirectionA resisted Confuse can still create a two-second concentration opening
70Improvised ExitMisdirectionAvoid ends the current fight but its buff lasts half as long
75Fine PrintVolatilityRed salt and blue mixer halve immediate recovery and double regeneration duration
80Plausible DeniabilityVolatilityVolatile throws lose 30% direct damage and no longer splash the thrower
85Marked CardsContrabandPocket Sand used on an existing opening applies Exposed instead of Blind
90False BottomVolatilityCarry two acid and two elemental flasks, each brewed at one lower potency
95Double BluffMisdirectionDistract applies Exposed instead of attempting to end the fight
100The Long ConMisdirectionOpening-powered Sucker Punch trades half its bonus burst for eight seconds of Exposed
105Liquid AssetsContrabandcdip coats every clean dart carried or stored in the cloak instead of stopping at ten

Profession Gates

Road investment determines which kind of Charlatan the character is; profession skill determines whether they can execute the technical parts. The cloak soul's extra_gscore() output shows the three relevant profession values through gscore charlatan.

TrickProfession requirementWhat practice improves
brewacid; brewelement; grey / red-blue / mixed cookashAlchemy 25; 75; 25 / 75 / 150Stronger batches; aim for 100 ash when cooking a proper rush
Red salt and blue mixerAlchemy 75Lingering recovery, up to 30 each pulse
Cutting bittersHerbalism 50Unlock only
Dazzling / oiled weapon loadAlchemy 50 / 70Treatment strength and duration
Poisoned / flaming / frozen loadAlchemy 100Treatment strength and duration
Silvered loadAlchemy 125 and Smithing 50Uses the lower effective discipline and one Silver Bar
Shocking loadAlchemy 150Treatment strength and duration
stretchpoisonAlchemy 100Dose strength and duration
cdipAlchemy 25Coating potency; normally consumes one dose for up to ten clean darts

Guild actions do not award profession skill directly. Players advance the professions through their owning systems, preserving profession rooms, materials, recipes, and advancement loops.

Potions Without Replacing Professions

Alchemy owns dependable recipes, healing, stat support, work orders, and a repeatable market. Charlatan mixtures are encounter tools:

  • narrow and short-lived;
  • frequently thrown, smeared, or planted rather than consumed;
  • made from stolen, substituted, or profession-sourced ingredients;
  • guaranteed to carry a side effect, tell, delayed crash, or backfire chance;
  • poor merchandise unless the buyer enjoys waivers.

Elemental bottles return as volatile surprises. Healing and clean stat potions do not return as core Charlatan products. A Charlatan may adulterate a profession potion later, but does not replace the profession recipe.

brewacid requires guild rank 2, Volatility 1, and Alchemy 25. It makes one owner-bound base flask, which may be thrown as a modest acid surprise or used by cookash <grey|red|blue|mixed> (legacy alias ccook). Cook Ash uses every available ash of the selected colour; mixed uses every colour. A single batch needs at least 10 relevant ash, while mixed needs at least 10 of each. Grey requires Alchemy 25, red/blue 75, and mixed 150.

brewelement <fire|ice|lightning> (alias elementpotion) requires guild rank 3, Volatility 2, and Alchemy 75. It creates one owner-bound, two-hour elemental flask. throw <element> flask at <target> deals the corresponding elemental harm, consumes the flask, starts combat, and kicks some of the blast back onto the thrower. In combat the explicit target may be omitted. The usual rules for reaching, seeing, and attacking a target still apply.

Quaffing the result creates a buff-visible Cookash Rush: grey favors accuracy and defense, red favors damage, blue favors accuracy and an extra swing, and mixed blends the offensive benefits at lower strength. Aim for 100 ash for a proper batch. More still stretches the rush, but the difference soon becomes difficult to notice; no rush lasts longer than thirty minutes. Only one rush may run at once. The vial belongs to its maker, cannot be sold, and goes flat after two hours. Throwing it deals elemental harm and always splashes the thrower. The cloak needs only a few seconds before it can cook another.

Food And Drink Additives

concoct <red salt|blue mixer|cutting bitters> (alias cmix) requires guild rank 2 and Volatility 2. It creates a transferable, no-save additive that expires after thirty minutes. mix <additive> into <carried food or drink> uses one packet on the entire carried serving; each item accepts only one. An additive cannot improve fare meant for someone more experienced than its maker, and even the finest packet tops out at Epic fare.

AdditiveAshBenefitFine print
Red restorative saltAlchemy 75; 4 redBetter health recovery and a restorative aftertaste, up to 30 each pulseImmediate SP drain
Effervescent blue mixerAlchemy 75; 4 blueBetter spirit recovery and a refreshing aftertaste, up to 30 each pulseSmall acid bite
Cutting bittersHerbalism 50; 3 greyBetter recovery and a meal that is easier to stomachBrief concentration block

The additives work on profession fish, wildcrafted meals, pub food, and ordinary drinks. One packet treats every use of a meal, snack, keg, or jug; refillable containers lose the treatment when emptied. A fresh helping of the same seasoning refreshes its aftertaste rather than stacking it. Inspection and consumption messages reveal the strength and duration of the lingering recovery.

Poisons And Modifications

Charlatans should consume existing poison items or profession reagents and improve delivery: conceal a dose, stretch its duration at reduced strength, mix two weak toxins, or trigger a secondary distraction. They do not need a parallel poison catalog.

The caravan shops still sell ordinary throwing darts, whose item-owned throw <target> action remains live. cdip consumes a fresh Charlatan acid or elemental flask, or an existing prepared poison, to coat up to ten clean darts. The Rank 105 Liquid Assets scheme removes that limit. Acid darts can Sunder; fire, ice, lightning, and poison retain their own delivery effects. The pegasus-wing recipe, smoke packets, and special potion bottles remain retired.

Every loaded weapon has a drawback: noise, brittleness, self-exposure, a delayed crash, or a chance to mark the user. Unique gear remains off limits. The cloak is good at temporary, questionable improvements—not reputable craftsmanship.

loadweapon gives a carried, unwielded, non-unique weapon a temporary corrosive, razzled, oiled, silvered, flaming, frozen, poisoned, or shocking treatment. Dazzling opens at Contraband 1/Alchemy 50; corrosive, oiled, and poisoned at Contraband 2 with Alchemy 75/70/100; flaming and frozen at Contraband 3/Alchemy 100; silvered at Contraband 4, Alchemy 125, Smithing 50, and one Silver Bar; shocking at Contraband 4/Alchemy 150. Each has installer-side fine print. flash, oil, acid, and quicksilver remain parsing aliases. Corrosive consumes one fresh acid flask and lowers weapon class by one while giving strikes acid damage that can Sunder. Serration was removed.

Flaming strikes can leave a foe Burning, frozen strikes can leave one Chilled, and dazzling weapons have a very rare chance to steal a foe's train of thought. Sharpened gear can very rarely leave a foe Bleeding. Oiled weapons become markedly easier to place as soon as they are ready again.

stretchpoison opens at guild rank 3, Contraband 2, and Alchemy 100. It consumes an existing poison, smears a weaker but longer-lasting version onto a compatible weapon, preserves the poison's special nastiness, and poisons the installer. Fair is fair.

Sucker Punch

suckerpunch [foe] (alias spunch) is a baseline guild-rank-1 attack. It turns the Charlatan's weapon, physical talent, and Misdirection into one unfair melee hit. A foe already paralyzed or unable to concentrate leaves room for a much harder blow, making confuse and distract natural setup tools. At Misdirection 4, a second wielded weapon joins the pitch. This is still a close-range trick; confidence cannot punch across a room.

Distract

At guild rank 3 and Misdirection 2, distract throws the Charlatan's voice somewhere inconvenient and disrupts a foe's concentration. With deeper Misdirection, the mark may briefly forget whom they were fighting at all.

Live Commands

CommandGatePurpose
charlhelp / chelpMemberModern guild topics and live command help
chskills [available] / cskillsMemberAbility syntax, costs, cooldowns, unlock requirements, and current availability
charlatan / cchatMemberPrimary guild chat; echarlatan/ecchat manually emotes
chist [lines]MemberRecent Charlatan line history
cwho / charlatansMemberThemed visible-member roll with credentials, dominant-road calling, and status
gscore charlatanMemberRank XP plus soul-provided roads, unspent points, and profession gates
croads train <road>Rank-earned pointInvest in Misdirection, Volatility, or Contraband
schemes / consRank 35+Inspect, learn, activate, and swap cloak-recorded schemes; changes require Drina
confuseRank 1Brief charm-based daze
suckerpunch / spunchRank 1Melee payoff for a controlled opening; Misdirection improves it
brewacidRank 2, Volatility 1, Alchemy 25Makes the base flask for Cook Ash
brewelement / elementpotionRank 3, Volatility 2, Alchemy 75Bottles fire, ice, or lightning for throwing
cookashRank 2, Volatility 1, Alchemy 25+Converts all relevant ash into a timed combat rush
concoct / cmixRank 2, Volatility 2, profession 50+Expiring food/drink additive
loadweaponRank 2, Contraband 1+, profession 50+Temporary loaded treatment
cdip / cpoison / poisondartRank 2, Contraband 1, Alchemy 25Consume one liquid dose to coat up to ten clean darts; Liquid Assets removes the cap
distractRank 3, Misdirection 2Concentration control/disengage chance
stretchpoisonRank 3, Contraband 2, Alchemy 100Dilute an existing poison onto a weapon
avoidRank 4, Misdirection 3Short buff-visible defensive footwork
pocketsandRank 4, Contraband 2Attempt to blind a foe