Difference between revisions of "Influence"

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| style="background:lightyellow"|The skill of Influence is a non-lethal form of interaction with the sentient denizens of Lusternia (non-player characters). Rather than slaughtering such denizens for such base reasons as gaining experience, you may instead enter into ego battles that are not considered as hostile (i.e., won't get you enemied). Influencing a denizen is an engagement in forces of personality to try to temporarily change that denizen's behavior. Losing an ego battle will result in a loss of experience similar to that of losing a battle in combat, whereas winning an ego battle will result in gaining experience similar to winning a battle in combat.
| style="background:lightyellow"|The skill of [[Influence]] is a non-lethal form of interaction with the sentient denizens of [[Lusternia]] (non-player characters). Rather than slaughtering such denizens for such base reasons as gaining experience, you may instead enter into ego battles that are not considered as hostile (i.e., won't get you enemied). Influencing a denizen is an engagement in forces of personality to try to temporarily change that denizen's behavior. Losing an ego battle will result in a loss of experience similar to that of losing a battle in combat, whereas winning an ego battle will result in gaining experience similar to winning a battle in combat.


There are five general types of ego battles: (1) Seduction, which will charm the denizen and cause him or her to attack your enemies; (2) Empower, which will raise the denizen's level; (3) Weaken, which will lower the denizen's level; (4) Charity, which will cause the denizen to give you gold or an item (if available); (5) Paranoia, which will cause the denizen to succumb to paranoid behavior and not act in a normal manner. There is a sixth form of ego battle that is not dependent on your skill in influence, but rather your rank in a city or commune, and can only be used on denizens of villages during the window of time when that village is 'in play' and not under any sphere of influence.
There are five general types of ego battles: (1) Seduction, which will charm the denizen and cause him or her to attack your enemies; (2) Empower, which will raise the denizen's level; (3) Weaken, which will lower the denizen's level; (4) Charity, which will cause the denizen to give you gold or an item (if available); (5) Paranoia, which will cause the denizen to succumb to paranoid behavior and not act in a normal manner. There is a sixth form of ego battle that is not dependent on your skill in influence, but rather your rank in a city or commune, and can only be used on denizens of villages during the window of time when that village is 'in play' and not under any sphere of influence.


Once the type of ego battle has been started, the denizen will become fixated upon it and only ego attacks of the same type will be recognized. Further, the denizen will become resistant to an ego attack used over and over. For example, a denizen will become resistant to begging (a charity attack), so it is more beneficial to alternate with other charity attacks. Once a denizen has won or lost an ego battle, he or she will be exhausted and not enter into another one for some period of time. The power of your influence skills increases the higher the prestige of the clothing and jewelry you wear. The exception to this are the charity influence skills, which is more effective with tattered rags than fancy clothes (i.e.,  the lower the prestige of your clothing, the better you are at charity influence attacks).
Once the type of ego battle has been started, the denizen will become fixated upon it and only ego attacks of the same type will be recognized. Further, the denizen will become resistant to an ego attack used over and over. For example, a denizen will become resistant to begging (a charity attack), so it is more beneficial to alternate with other charity attacks. Once a denizen has won or lost an ego battle, he or she will be exhausted and not enter into another one for some period of time. The power of your influence skills increases the higher the prestige of the clothing and jewelry you wear. The exception to this are the charity influence skills, which is more effective with tattered rags than fancy clothes (i.e.,  the lower the prestige of your clothing, the better you are at charity influence attacks).
Note that the speed at which you execute influence abilities is primarily determined by your race's charisma level. (See <tt>HELP RACES</tt>.)
|-
|-
|}
|}
{|
{{SkillTableHeader}}
|-
{{SkillTableRow|Debating|Inept|0|Match wits with others in a clash of egos.}}
|[[#Debating|Debating]]||Inept||Match wits with others in a clash of egos.
{{SkillTableRow|Begging|Inept|0|Panhandle for what you don't deserve.}}
|-
{{SkillTableRow|Parley|Inept|21|Negotiate with your enemies.}}
|[[#Begging|Begging]]||Inept||Panhandle for what you don't deserve.
{{SkillTableRow|Rumours|Inept|42|Spread the "stories" you've heard.}}
|-
{{SkillTableRow|Teasing|Inept|71|Point out how fat, ugly, and stupid others are.}}
|[[#Parley|Parley]]||Inept +50%||Negotiate with your enemies.
{{SkillTableRow|Compliments|Novice|0|Point out how fit, beautiful, and smart others are.}}
|-
{{SkillTableRow|Analyze|Novice|33|Read the expressions of another.}}
|[[#Rumours|Rumours]]||Novice||Spread the "stories" you've heard.
{{SkillTableRow|Flattery|Novice|66|Dole out more praise than they deserve.}}
|-
{{SkillTableRow|Supplication|Capable|0|Grovel for alms.}}
|[[#Teasing|Teasing]]||Novice +50%||Point out how fat, ugly, and stupid others are.
{{SkillTableRow|Distrust|Capable|19|Spread fear, uncertainty, and doubt about others.}}
|-
{{SkillTableRow|Leadership|Capable|38|Lead very large squads into combat.}}
|[[#Compliments|Compliments]]||Apprentice||Point out how fit, beautiful, and smart others are.
{{SkillTableRow|Mockery|Capable|69|Satirize another's inferior qualities.}}
|-
{{SkillTableRow|Admiration|Master|0|Honor and revere your superiors.}}
|[[#Analyze|Analyze]]||Apprentice +33%||Read the expressions of another.
{{SkillTableRow|CharismaticSmile|Master|22|Shrug off disloyalty with a smile.}}
|-
{{SkillTableRow|Charm|Master|45|Compel interest, attention, and admiration.}}
|[[#Flattery|Flattery]]||Apprentice +66%||Dole out more praise than they deserve.
{{SkillTableRow|Divert|Master|72|Draw attention to something new.}}
|-
{{SkillTableRow|Amnesty|Gifted|0|Beg for forgiveness.}}
|[[#Supplication|Supplication]]||Capable||Grovel for alms.
{{SkillTableRow|SuperEgo|Gifted|18|You are as good as you think you are!}}
|-
{{SkillTableRow|Wheedling|Gifted|36|Plead for the unearned.}}
|[[#Distrust|Distrust]]||Capable +50%||Spread fear, uncertainty, and doubt about others.
{{SkillTableRow|Magnetism|Gifted|36|Your ego is bolstered by your natural charm.}}
|-
{{SkillTableRow|Conspiracies|Gifted|57|They are out to get you.}}
|[[#Leadership|Leadership]]||Adept||Lead very large squads into combat.
{{SkillTableRow|Appraisement|Gifted|78|Negotiate your amnesty.}}
|-
{{SkillTableRow|Derision|Expert|0|Master the fine art of ridicule.}}
|[[#Mockery|Mockery]]||Adept +50%||Satirize another's inferior qualities.
{{SkillTableRow|Praise|Expert|23|Pay tribute those deserving acclaim.}}
|-
{{SkillTableRow|Beguiling|Expert|47|Amuse others with your alluring personality.}}
|[[#Admiration|Admiration]]||Master||Honor and revere your superiors.
{{SkillTableRow|Diplomacy|Expert|73|Make peace on behalf of others.}}
|-
{{SkillTableRow|CharismaticAura|Fabled|0|Exude a compelling aura of absolute confidence.}}
|[[#CharismaticSmile|CharismaticSmile]]||Master +50%||Shrug off disloyalty with a smile.
|-
|[[#Charm|Charm]]||Gifted||Compel interest, attention, and admiration.
|-
|[[#Divert|Divert]]||Gifted +50%||Draw attention to something new.
|-
|[[#Amnesty|Amnesty]]||Expert||Beg for forgiveness.
|-
|[[#SuperEgo|SuperEgo]]||Expert +50%||You are as good as you think you are!
|-
|[[#Wheedling|Wheedling]]||Virtuoso||Plead for the unearned.
|-
|[[#Conspiracies|Conspiracies]]||Virtuoso +33%||They are out to get you...
|-
|[[#Appraisement|Appraisement]]||Virtuoso +66%||Negotiate your amnesty.
|-
|[[#Derision|Derision]]||Fabled||Master the fine art of ridicule.
|-
|[[#Praise|Praise]]||Fabled +50%||Pay tribute those deserving acclaim.
|-
|[[#Beguiling|Beguiling]]||Mythical||Amuse others with your alluring personality.
|-
|[[#Diplomacy|Diplomacy]]||Mythical +50%||Make peace on behalf of others.
|-
|[[#CharismaticAura|CharismaticAura]]||Transcendent||Exude a compelling aura of absolute confidence.
|-
| colspan="3"|'''Gaudiguch Village Influence Skills:'''
|-
|[[#Villages|Revolution]]||CR2||Start the revolution! Cast off those shackles!
|-
|[[#Villages|Liberty]]||CR4||Liberate those who refuse to liberate themselves.
|-
|[[#Villages|Freedom]]||CR6||Spread freedom and let anarchy reign supreme!
|-
| colspan="3"|'''Glomdoring Village Influence Skills:'''
|-
|[[#Villages|Manipulation]]||CR2||Clever manipulations could turn the tide.
|-
|[[#Villages|Intrigue]]||CR4||A little intrigue to bring them into the shadows.
|-
|[[#Villages|Trickery]]||CR6||Trick the fools with outrageous promises.
|-
| colspan="3"|'''Hallifax Village Influence Skills:'''
|-
|[[#Villages|Accordance]]||CR2||Reconcile differences and settle conflicts.
|-
|[[#Villages|Assimilation]]||CR4||Bring others into the collective through assimilation.
|-
|[[#Villages|Collaboration]]||CR6||Harmony begins through collaboration with the downtrodden.
|-
| colspan="3"|'''Magnagora Village Influence Skills:'''
|-
|[[#Villages|Shock]]||CR2||Tales of terror to shock those who may reject Magnagora.
|-
|[[#Villages|Awe]]||CR4||Promises of power that Magnagora may bestow to inspire awe.
|-
|[[#Villages|Brainwash]]||CR6||Surely just a little grease will quiet the squeaking wheel.
|-
| colspan="3"|'''New Celest Village Influence Skills:'''
|-
|[[#Villages|Proselytizing]]||CR2||Go door-to-door and spread the word of the Light of Celest!
|-
|[[#Villages|Preaching]]||CR4||Shine the Light of Celest upon the misguided with sermons.
|-
|[[#Villages|Evangelizing]]||CR6||Shout from every mountain top what is in your heart!
|-
| colspan="3"|'''Serenwilde Village Influence Skills:'''
|-
|[[#Villages|Lectures]]||CR2||Sternly lecture against the dangers of civilization.
|-
|[[#Villages|Recitation]]||CR4||Who could not be moved by the poetry of Ellindel?
|-
|[[#Villages|Oration]]||CR6||A few words proving the equanimity of the Serenwilde.
|-
|}
|}
[[Image:Influence.jpg|thumb|A Flower For You (by Munen)]]


==Debating==
Read about the organizational skills at the [[#Villages|very bottom]].


{|
{{AB
|-
|skillname = Debating
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = DEBATE <target> WITH [PETTIFOGGERY{{!}}PONTIFICATION{{!}}PASSION]<br>
|-
MINDSET [CAUTIOUS{{!}}ANALYTICAL{{!}}PEDANTIC]
| style="background:lightblue"|<tt>DEBATE <target> WITH [PETTIFOGGERY|PONTIFICATION|PASSION]</tt><br/>
|description = Debating may only be done on other players. It is a non-violent means of confrontation where the two sides set their influencing skills against one another. In order to debate, you choose a type of debate style, <tt>PETTIFOGGERY, PONTIFICATION</tt>, or <tt>PASSION</tt>. Everyone always has some sort of mindset to counter debates and may change it at any time among the choices of <tt>CAUTIOUS, ANALYTICAL,</tt> or <tt>PEDANTIC</tt>. Each mindset is immune from one debate style, weak against another debate style, and neutral to another. Debates drain ego and the first person to force his or her opponent to 0 ego wins the debate.
<tt>MINDSET [CAUTIOUS|ANALYTICAL|PEDANTIC]</tt>
|-
|}
Debating may only be done on other players. It is a non-violent means of confrontation where the two sides set their influencing skills against one another. In order to debate, you choose a type of debate style, PETTIFOGGERY, PONTIFICATION, or PASSION. Everyone always has some sort of mindset to counter debates and may change it at any time among the choices of CAUTIOUS, ANALYTICAL, or PEDANTIC. Each mindset is immune from one debate style, weak against another debate style, and neutral to another. Debates drain ego and the first person to force his or her opponent to 0 ego wins the debate.


The loser of a debate will be unable to use his or her influence skills for approximately 10 minutes. Once you engage in a debate, you may only debate that one person and no one can come to your assistance.
The loser of a debate will be unable to use his or her influence skills for approximately 10 minutes. Once you engage in a debate, you may only debate that one person and no one can come to your assistance.
|notes = Losing a debate does not cost any experience.  The following are the results of debate attacks against various mindsets:
{{{!}} border="1" style="background:lightgreen"
{{!}}-
{{!}}'''Mindset'''{{!}}{{!}}'''Passionate'''{{!}}{{!}}'''Pontification'''{{!}}{{!}}'''Pettifoggery'''
{{!}}-
{{!}}Pedantic{{!}}{{!}}Defender loses a lot{{!}}{{!}}Defender loses a little{{!}}{{!}}Attacker loses a lot
{{!}}-
{{!}}Cautious{{!}}{{!}}Attacker loses a lot{{!}}{{!}}Defender loses a lot{{!}}{{!}}Defender loses a little
{{!}}-
{{!}}Analytical{{!}}{{!}}Defender loses a little{{!}}{{!}}Attacker loses a lot{{!}}{{!}}Defender loses a lot
{{!}}-
{{!}}}
}}


{|
{{AB
|-
|skillname = Begging
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = INFLUENCE <mob> WITH BEGGING
|-
|cost = Ego Battle: Charity
| style="background:lightgreen"|Losing a debate does not cost any experienceThe following are the results of debate attacks against various mindsets:
|description = Beggars can't be choosers, so if you're hard up for a few gold sovereigns, maybe someone could help you out. All you have to do is ask!
{| border="1" style="background:lightgreen"
|notes = As with all influence attacks, be sure to repeat the attack until one side or the other triumphs.  If you know more than one attack of the same type, cycle between them, as denizens can become immune to an attack if it's used too many times in a rowCharity attacks will cause the denizen to give you one of their possessions, or some gold.
|-
}}
|'''Mindset'''||'''Passionate'''||'''Pontification'''||'''Pettifoggery'''
|-
|Pedantic||Defender loses a lot||Defender loses a little||Attacker loses a lot
|-
|Cautious||Attacker loses a lot||Defender loses a lot||Defender loses a little
|-
|Analytical||Defender loses a little||Attacker loses a lot||Defender loses a lot
|-
|}
|-
|}


==Begging==
{{AB
|skillname = Parley
|syntax = PARLEY <mob> WITH <amount> GOLD
|description = There's no getting around it. If you want to end your status as an enemy, you'll have to pay through the nose. Find the organization's leader and parley an end to the enemy status. You may get a reprieve for a period of time or, if you pay a lot (and we mean a lot), you can have your enemy status removed permanently. The greater your power of influence, the less you will need to pay in tribute. Note that the more often a village leader is asked for reprieve, the more annoyed (and the more expensive) he gets. The [[#Analyze|analyze]] skill in Influence can give you a general idea of his mood.
}}


{|
{{AB
|-
|skillname = Rumours
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH RUMOURS
|-
|cost = Ego Battle: Paranoia
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH BEGGING</tt>
|description = Shatter your target's ego by spreading vicious rumours.
|-
|notes = Paranoia attacks make denizens too paranoid to participate in quests.
|style="background:pink"|Ego Battle: Charity
}}
|-
|}
Beggars can't be choosers, so if you're hard up for a few gold sovereigns, maybe someone could help you out. All you have to do is ask!


{|
{{AB
|-
|skillname = Teasing
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = INFLUENCE <mob> WITH TEASING
|-
|cost = Ego Battle: Weaken
| style="background:lightgreen"|As with all influence attacks, be sure to repeat the attack until one side or the other triumphs.  If you know more than one attack of the same type, cycle between them, as denizens can become immune to an attack if it's used too many times in a row. Charity attacks will cause the denizen to give you one of their possessions, or some gold.
|description = Never underestimate the power of childhood taunts. Tease your target cruelly and weaken his or her ego.
|-
|notes = Weakening attacks make denizens lower in level and thus in health and damage.
|}
}}


==Parley==
{{AB
|skillname = Compliments
|syntax = INFLUENCE <mob> WITH COMPLIMENTS
|cost = Ego Battle: Empower
|description = With just a few well-thought compliments, inflate your target's sense of self.
|notes = Empowering attacks make denizens higher in level and thus in health and damage.
}}


{|
{{AB
|-
|skillname = Analyze
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = ANALYZE <mob{{!}}ALL>
|-
|description = With just a brief glance, you can determine a sentient being's personality type, how resistant he or she will be to an ego battle, and if he or she is fixated on a certain subject. For village leaders, you can also see how annoyed he is from requests for reprieve, which will be useful to know for higher level Influence skills.
| style="background:lightblue"|<tt>PARLEY <mob> WITH <amount> GOLD</tt>
<br><br>
|-
It is also possible to briefly analyze all the mobs in a room, discerning their personality type and what type of influencing attack they've succumbed to, if any.
|}
|notes = A denizen's personality type determines which ego battle types he is most vulnerable to and most resistant to, as follows:
There's no getting around it. If you want to end your status as an enemy, you'll have to pay through the nose. Find the organization's leader and parley an end to the enemy status. You may get a reprieve for a period of time or, if you pay a lot (and we mean a lot), you can have your enemy status removed permanently. The greater your power of influence, the less you will need to pay in tribute. Note that the more often a village leader is asked for reprieve, the more annoyed (and the more expensive) he gets. The [[#Analyze|analyze]] skill in Influence can give you a general idea of his mood.
{{{!}} border="1" style="background:lightgreen"
{{!}}-
{{!}}'''Disposition'''{{!}}{{!}}'''Easily influenced with'''{{!}}{{!}}'''Immune to'''
{{!}}-
{{!}}Friendly{{!}}{{!}}Charity{{!}}{{!}}Paranoia
{{!}}-
{{!}}Greedy{{!}}{{!}}Weaken{{!}}{{!}}Charity
{{!}}-
{{!}}Brave{{!}}{{!}}Empower{{!}}{{!}}Weaken
{{!}}-
{{!}}Sensuous{{!}}{{!}}Seduction{{!}}{{!}}Empower
{{!}}-
{{!}}Intimidating{{!}}{{!}}Paranoia{{!}}{{!}}Seduction
{{!}}}
}}


==Rumours==
{{AB
|skillname = Flattery
|syntax = INFLUENCE <mob> WITH FLATTERY
|cost = Ego Battle: Seduction
|description = The first order in the business of seduction is softening up your target with some flattering comments.
}}


{|
{{AB
|-
|skillname = Supplication
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH SUPPLICATION
|-
|cost = Ego Battle: Charity
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH RUMOURS</tt>
|description = Poor you! You have no gold but your target is as rich as Trader Bob. Perhaps if you just ask really hard, he or she may give you something.
|-
}}
|style="background:pink"|Ego Battle: Paranoia
|-
|}
Shatter your target's ego by spreading vicious rumours.


{|
{{AB
|-
|skillname = Distrust
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = INFLUENCE <mob> WITH DISTRUST
|-
|cost = Ego Battle: Paranoia
| style="background:lightgreen"|Paranoia attacks make denizens too paranoid to participate in quests.
|description = Spark the seeds of distrust in your target by revealing scandals that surround him or her.
|-
}}
|}


==Teasing==
{{AB
|skillname = Leadership
|description = You can now command squads of any size. (Squads is a skill in the [[Combat]] skillset.)
}}


{|
{{AB
|-
|skillname = Mockery
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH MOCKERY
|-
|cost = Ego Battle: Weaken
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH TEASING</tt>
|description = There's nothing more degrading than being mocked and you know how to push the emotional buttons of others to puncture fragile egos.
|-
}}
|style="background:pink"|Ego Battle: Weaken
|-
|}


Never underestimate the power of childhood taunts. Tease your target cruelly and weaken his or her ego.
{{AB
 
|skillname = Admiration
{|
|syntax = INFLUENCE <mob> WITH ADMIRATION
|-
|cost = Ego Battle: Empower
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|description = The poor thing is looking a little down. Pump him or her up with a few choice comments.
|-
}}
| style="background:lightgreen"|Weakening attacks make denizens lower in level and thus in health and damage.
|-
|}


==Compliments==
{{AB
|skillname = CharismaticSmile
|syntax = SMILE
|description = The power of your smile can no longer be denied, such is its charisma. Now when you smile, you simply shrug off any afflictions that cause disloyalty.
|notes = Smiling will use equilibrium if you are afflicted with disloyalty, but won't otherwise.
}}


{|
{{AB
|-
|skillname = Charm
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH CHARM
|-
|cost = Ego Battle: Seduction
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH COMPLIMENTS</tt>
|description = Charm the pants off a target with your suave and debonair self.
|-
}}
|style="background:pink"|Ego Battle: Empower
|-
|}


With just a few well-thought compliments, inflate your target's sense of self.
{{AB
|skillname = Divert
|syntax = DIVERT <mob>
|description = With a simple diversion, you can snap your target's attention away from being fixated on a certain subject. This will stop a current ego battle in its tracks and allow a different type to begin.
|notes = You need to be at full ego to divert, and it costs half your ego.
}}


{|
{{AB
|-
|skillname = Amnesty
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = INFLUENCE <mob leader> WITH AMNESTY
|-
|cost = Ego Battle: Special
| style="background:lightgreen"|Empowering attacks make denizens higher in level and thus in health and damage.
|description = Want to travel with impunity in the enemy's territory without having to parley with gold? Seek out the leader and convince him or her to grant you amnesty.
|-
}}
|}


==Analyze==
{{AB
|skillname = SuperEgo
|syntax = None (automatic)
|description = Your superego has come to the forefront and from now on your ego will be more resilient during any ego battles you may engage in.
|notes = This reduces how much ego you'll use up when attacked or when spending it on influences.
}}


{|
{{AB
|-
|skillname = Wheedling
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH WHEEDLING
|-
|cost = Ego Battle: Charity
| style="background:lightblue"|<tt>ANALYZE <mob></tt>
|description = In order to separate a target from his or her hard earned gold, sometimes it simply takes someone like you to talk fast and furious.
|-
}}
|}
With just a brief glance, you can determine a sentient being's personality type, how resistant he or she will be to an ego battle, and if he or she is fixated on a certain subject. For village leaders, you can also see how annoyed he is from requests for reprieve, which will be useful to know for higher level Influence skills.


{|
{{AB
|-
|skillname = Conspiracies
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = INFLUENCE <mob> WITH CONSPIRACIES
|-
|cost = Ego Battle: Paranoia
| style="background:lightgreen"|A denizen's personality type determines which ego battle types he is most vulnerable to and most resistant to, as follows:
|description = There are many conspiracies at work in the land, and some just may be out to get your target. Who knows? Maybe it's true.
{| border="1" style="background:lightgreen"
}}
|-
|'''Disposition'''||'''Easily influenced with'''||'''Immune to'''
|-
|Friendly||Charity||Paranoia
|-
|Greedy||Weaken||Charity
|-
|Brave||Empower||Weaken
|-
|Sensuous||Seduction||Empower
|-
|Intimidating||Paranoia||Seduction
|-
|}
|-
|}


==Flattery==
{{AB
|skillname = Appraisement
|syntax = ASK <village leader> WHAT WILL I GET FOR <gold> [FOR <person>]?
|description = You can get the village leader to reveal how much amnesty he will give you in exchange for some sum of gold if you use Influence's parley skill.


{|
You can also attempt to ask for another person, but he or she must be in the same room as you.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH FLATTERY</tt>
|-
|style="background:pink"|Ego Battle: Seduction
|-
|}


The first order in the business of seduction is softening up your target with some flattering comments.
{{AB
|skillname = Derision
|syntax = INFLUENCE <mob> WITH DERISION
|cost = Ego Battle: Weaken
|description = You can deflate a target's ego with spiteful comments that are just downright mean (though maybe true).
}}


==Supplication==
{{AB
|skillname = Praise
|syntax = INFLUENCE <mob> WITH PRAISE
|cost = Ego Battle: Empower
|description = Sing the praises of a target in order to inflate their ego.
}}


{|
{{AB
|-
|skillname = Beguiling
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH BEGUILING
|-
|cost = Ego Battle: Seduction
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH SUPPLICATION</tt>
|description = How can your target resist your charms? Surely, it is impossible with your powers to beguile.
|-
}}
|style="background:pink"|Ego Battle: Charity
|-
|}


Poor you! You have no gold but your target is as rich as Trader Bob. Perhaps if you just ask really hard, he or she may give you something.
{{AB
|skillname = Diplomacy
|syntax = PARLEY <target> WITH <amount> GOLD FOR <player></tt><br>
<tt>INFLUENCE <target> WITH AMNESTY FOR <player>
|cost = Ego Battle: Special
|description = Your powers of diplomacy are great indeed. So great that you can parley or seek amnesty from leaders on behalf of others.
}}


==Distrust==
{{AB
|skillname = CharismaticAura
|syntax = CHARISMATICAURA <ON{{!}}OFF>
|description = By draining your mana to maintain an aura of such compelling charisma, you can emit an aura whereby you find yourself far more influential than normal.
}}
'''Changelog:'''<br />
*Charismaticaura no longer allows someone to shrug disloyalty. '''(#1428 on 6-17-2018)'''


{|
{{AB
|-
|skillname = Villages
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = INFLUENCE <mob> WITH <skill>
|-
|cost = Ego Battle: Villages
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH DISTRUST</tt>
|description = Each city and commune grants up to three village influence skills which can only be used on villagers when the village is in play.  Access to these skills depends not on lessons in Influence but on city or commune rank.
|-
}}
|style="background:pink"|Ego Battle: Paranoia
|-
|}


Spark the seeds of distrust in your target by revealing scandals that surround him or her.
{| border="1" cellpadding="4" cellspacing="0"
 
| colspan="3"|'''Gaudiguch Village Influence Skills:'''
==Leadership==
 
You can now command squads of any size. (Squads is a skill in the [[Combat]] skillset.)
 
==Mockery==
 
{|
|-
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|[[#Villages|Liberty]]||CR2||Liberate those who refuse to liberate themselves.
|-
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH MOCKERY</tt>
|[[#Villages|Freedom]]||CR4||Spread freedom and let anarchy reign supreme!
|-
|-
|style="background:pink"|Ego Battle: Weaken
|[[#Villages|Revolution]]||CR6||Start the revolution! Cast off those shackles!
|-
|-
|}
| colspan="3"|'''Glomdoring Village Influence Skills:'''
 
There's nothing more degrading than being mocked and you know how to push the emotional buttons of others to puncture fragile egos.
 
==Admiration==
 
{|
|-
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|[[#Villages|Manipulation]]||CR2||Clever manipulations could turn the tide.
|-
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH ADMIRATION</tt>
|[[#Villages|Intrigue]]||CR4||A little intrigue to bring them into the shadows.
|-
|-
|style="background:pink"|Ego Battle: Empower
|[[#Villages|Trickery]]||CR6||Trick the fools with outrageous promises.
|-
|-
|}
| colspan="3"|'''Hallifax Village Influence Skills:'''
 
The poor thing is looking a little down. Pump him or her up with a few choice comments.
 
==CharismaticSmile==
 
{|
|-
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|[[#Villages|Accordance]]||CR2||Reconcile differences and settle conflicts.
|-
|-
| style="background:lightblue"|<tt>SMILE</tt>
|[[#Villages|Assimilation]]||CR4||Bring others into the collective through assimilation.
|-
|-
|}
|[[#Villages|Collaboration]]||CR6||Harmony begins through collaboration with the downtrodden.
The power of your smile can no longer be denied, such is its charisma. Now when you smile, you simply shrug off any afflictions that cause disloyalty.
 
{|
|-
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
| colspan="3"|'''Magnagora Village Influence Skills:'''
|-
|-
| style="background:lightgreen"|Smiling will use equilibrium if you are afflicted with disloyalty, but won't otherwise.
|[[#Villages|Shock]]||CR2||Tales of terror to shock those who may reject Magnagora.
|-
|-
|}
|[[#Villages|Awe]]||CR4||Promises of power that Magnagora may bestow to inspire awe.
 
==Charm==
 
{|
|-
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|[[#Villages|Brainwash]]||CR6||Surely just a little grease will quiet the squeaking wheel.
|-
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH CHARM</tt>
| colspan="3"|'''New Celest Village Influence Skills:'''
|-
|-
|style="background:pink"|Ego Battle: Seduction
|[[#Villages|Proselytizing]]||CR2||Go door-to-door and spread the word of the Light of Celest!
|-
|-
|}
|[[#Villages|Preaching]]||CR4||Shine the Light of Celest upon the misguided with sermons.
 
Charm the pants off a target with your suave and debonair self.
 
==Divert==
 
{|
|-
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|[[#Villages|Evangelizing]]||CR6||Shout from every mountain top what is in your heart!
|-
|-
| style="background:lightblue"|<tt>DIVERT <mob></tt>
| colspan="3"|'''Serenwilde Village Influence Skills:'''
|-
|-
|}
|[[#Villages|Lectures]]||CR2||Sternly lecture against the dangers of civilization.
With a simple diversion, you can snap your target's attention away from being fixated on a certain subject. This will stop a current ego battle in its tracks and allow a different type to begin.
 
{|
|-
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|[[#Villages|Recitation]]||CR4||Who could not be moved by the poetry of Ellindel?
|-
|-
| style="background:lightgreen"|You need to be at full ego to divert, and it costs half your ego.
|[[#Villages|Oration]]||CR6||A few words proving the equanimity of the Serenwilde.
|-
|}
 
==Amnesty==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob leader> WITH AMNESTY</tt>
|-
|style="background:pink"|Ego Battle: Special
|-
|}
 
Want to travel with impunity in the enemy's territory without having to parley with gold? Seek out the leader and convince him or her to grant you amnesty.
 
==SuperEgo==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>None (automatic)</tt>
|-
|}
Your superego has come to the forefront and from now on your ego will be more resilient during any ego battles you may engage in.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|This reduces how much ego you'll use up when attacked or when spending it on influences.
|-
|}
 
==Wheedling==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH WHEEDLING</tt>
|-
|style="background:pink"|Ego Battle: Charity
|-
|}
 
In order to separate a target from his or her hard earned gold, sometimes it simply takes someone like you to talk fast and furious.
 
==Conspiracies==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH CONSPIRACIES</tt>
|-
|style="background:pink"|Ego Battle: Paranoia
|-
|}
 
There are many conspiracies at work in the land, and some just may be out to get your target. Who knows? Maybe it's true.
 
==Appraisement==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>ASK <village leader> WHAT WILL I GET FOR <gold> [FOR <person>]?</tt>
|-
|}
You can get the village leader to reveal how much amnesty he will give you in exchange for some sum of gold if you use Influence's parley skill.
 
You can also attempt to ask for another person, but he or she must be in the same room as you.
 
==Derision==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH DERISION</tt>
|-
|style="background:pink"|Ego Battle: Weaken
|-
|}
 
You can deflate a target's ego with spiteful comments that are just downright mean (though maybe true).
 
==Praise==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH PRAISE</tt>
|-
|style="background:pink"|Ego Battle: Empower
|-
|}
 
Sing the praises of a target in order to inflate their ego.
 
==Beguiling==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH BEGUILING</tt>
|-
|style="background:pink"|Ego Battle: Seduction
|-
|}
 
How can your target resist your charms? Surely, it is impossible with your powers to beguile.
 
==Diplomacy==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>PARLEY <target> WITH <amount> GOLD FOR <player></tt><br/>
<tt>INFLUENCE <target> WITH AMNESTY FOR <player></tt>
|-
|style="background:pink"|Ego Battle: Special
|-
|}
 
Your powers of diplomacy are great indeed. So great that you can parley or seek amnesty from leaders on behalf of others.
 
==CharismaticAura==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CHARISMATICAURA <ON|OFF></tt>
|-
|}
By draining your mana to maintain an aura of such compelling charisma, you can emit an aura whereby you find yourself far more influential than normal, and your loyal allies will be less willing to turn against you.
 
==Villages==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>INFLUENCE <mob> WITH <skill></tt>
|-
|style="background:pink"|Ego Battle: Villages
|-
|-
[[Image:Influence.jpg|thumb|A Flower For You (by Munen)]]
|}
|}
Each city and commune grants up to three village influence skills which can only be used on villagers when the village is in play.  Access to these skills depends not on lessons in Influence but on city or commune rank.
[[Category:Core Skills]]

Latest revision as of 20:06, 24 July 2022

The skill of Influence is a non-lethal form of interaction with the sentient denizens of Lusternia (non-player characters). Rather than slaughtering such denizens for such base reasons as gaining experience, you may instead enter into ego battles that are not considered as hostile (i.e., won't get you enemied). Influencing a denizen is an engagement in forces of personality to try to temporarily change that denizen's behavior. Losing an ego battle will result in a loss of experience similar to that of losing a battle in combat, whereas winning an ego battle will result in gaining experience similar to winning a battle in combat.

There are five general types of ego battles: (1) Seduction, which will charm the denizen and cause him or her to attack your enemies; (2) Empower, which will raise the denizen's level; (3) Weaken, which will lower the denizen's level; (4) Charity, which will cause the denizen to give you gold or an item (if available); (5) Paranoia, which will cause the denizen to succumb to paranoid behavior and not act in a normal manner. There is a sixth form of ego battle that is not dependent on your skill in influence, but rather your rank in a city or commune, and can only be used on denizens of villages during the window of time when that village is 'in play' and not under any sphere of influence.

Once the type of ego battle has been started, the denizen will become fixated upon it and only ego attacks of the same type will be recognized. Further, the denizen will become resistant to an ego attack used over and over. For example, a denizen will become resistant to begging (a charity attack), so it is more beneficial to alternate with other charity attacks. Once a denizen has won or lost an ego battle, he or she will be exhausted and not enter into another one for some period of time. The power of your influence skills increases the higher the prestige of the clothing and jewelry you wear. The exception to this are the charity influence skills, which is more effective with tattered rags than fancy clothes (i.e., the lower the prestige of your clothing, the better you are at charity influence attacks).

Skill Learned At Description
Debating Inept+0% Match wits with others in a clash of egos.
Begging Inept+0% Panhandle for what you don't deserve.
Parley Inept+21% Negotiate with your enemies.
Rumours Inept+42% Spread the "stories" you've heard.
Teasing Inept+71% Point out how fat, ugly, and stupid others are.
Compliments Novice+0% Point out how fit, beautiful, and smart others are.
Analyze Novice+33% Read the expressions of another.
Flattery Novice+66% Dole out more praise than they deserve.
Supplication Capable+0% Grovel for alms.
Distrust Capable+19% Spread fear, uncertainty, and doubt about others.
Leadership Capable+38% Lead very large squads into combat.
Mockery Capable+69% Satirize another's inferior qualities.
Admiration Master+0% Honor and revere your superiors.
CharismaticSmile Master+22% Shrug off disloyalty with a smile.
Charm Master+45% Compel interest, attention, and admiration.
Divert Master+72% Draw attention to something new.
Amnesty Gifted+0% Beg for forgiveness.
SuperEgo Gifted+18% You are as good as you think you are!
Wheedling Gifted+36% Plead for the unearned.
Magnetism Gifted+36% Your ego is bolstered by your natural charm.
Conspiracies Gifted+57% They are out to get you.
Appraisement Gifted+78% Negotiate your amnesty.
Derision Expert+0% Master the fine art of ridicule.
Praise Expert+23% Pay tribute those deserving acclaim.
Beguiling Expert+47% Amuse others with your alluring personality.
Diplomacy Expert+73% Make peace on behalf of others.
CharismaticAura Fabled+0% Exude a compelling aura of absolute confidence.

Read about the organizational skills at the very bottom.


Debating

Syntax
DEBATE <target> WITH [PETTIFOGGERY|PONTIFICATION|PASSION]

MINDSET [CAUTIOUS|ANALYTICAL|PEDANTIC]

Debating may only be done on other players. It is a non-violent means of confrontation where the two sides set their influencing skills against one another. In order to debate, you choose a type of debate style, PETTIFOGGERY, PONTIFICATION, or PASSION. Everyone always has some sort of mindset to counter debates and may change it at any time among the choices of CAUTIOUS, ANALYTICAL, or PEDANTIC. Each mindset is immune from one debate style, weak against another debate style, and neutral to another. Debates drain ego and the first person to force his or her opponent to 0 ego wins the debate.

The loser of a debate will be unable to use his or her influence skills for approximately 10 minutes. Once you engage in a debate, you may only debate that one person and no one can come to your assistance.

Additional Notes:
Losing a debate does not cost any experience. The following are the results of debate attacks against various mindsets:
Mindset Passionate Pontification Pettifoggery
Pedantic Defender loses a lot Defender loses a little Attacker loses a lot
Cautious Attacker loses a lot Defender loses a lot Defender loses a little
Analytical Defender loses a little Attacker loses a lot Defender loses a lot


Begging

Syntax
INFLUENCE <mob> WITH BEGGING
Ego Battle: Charity

Beggars can't be choosers, so if you're hard up for a few gold sovereigns, maybe someone could help you out. All you have to do is ask!

Additional Notes:
As with all influence attacks, be sure to repeat the attack until one side or the other triumphs. If you know more than one attack of the same type, cycle between them, as denizens can become immune to an attack if it's used too many times in a row. Charity attacks will cause the denizen to give you one of their possessions, or some gold.


Parley

Syntax
PARLEY <mob> WITH <amount> GOLD

There's no getting around it. If you want to end your status as an enemy, you'll have to pay through the nose. Find the organization's leader and parley an end to the enemy status. You may get a reprieve for a period of time or, if you pay a lot (and we mean a lot), you can have your enemy status removed permanently. The greater your power of influence, the less you will need to pay in tribute. Note that the more often a village leader is asked for reprieve, the more annoyed (and the more expensive) he gets. The analyze skill in Influence can give you a general idea of his mood.


Rumours

Syntax
INFLUENCE <mob> WITH RUMOURS
Ego Battle: Paranoia

Shatter your target's ego by spreading vicious rumours.

Additional Notes:
Paranoia attacks make denizens too paranoid to participate in quests.


Teasing

Syntax
INFLUENCE <mob> WITH TEASING
Ego Battle: Weaken

Never underestimate the power of childhood taunts. Tease your target cruelly and weaken his or her ego.

Additional Notes:
Weakening attacks make denizens lower in level and thus in health and damage.


Compliments

Syntax
INFLUENCE <mob> WITH COMPLIMENTS
Ego Battle: Empower

With just a few well-thought compliments, inflate your target's sense of self.

Additional Notes:
Empowering attacks make denizens higher in level and thus in health and damage.


Analyze

Syntax
ANALYZE <mob|ALL>

With just a brief glance, you can determine a sentient being's personality type, how resistant he or she will be to an ego battle, and if he or she is fixated on a certain subject. For village leaders, you can also see how annoyed he is from requests for reprieve, which will be useful to know for higher level Influence skills.

It is also possible to briefly analyze all the mobs in a room, discerning their personality type and what type of influencing attack they've succumbed to, if any.

Additional Notes:
A denizen's personality type determines which ego battle types he is most vulnerable to and most resistant to, as follows:
Disposition Easily influenced with Immune to
Friendly Charity Paranoia
Greedy Weaken Charity
Brave Empower Weaken
Sensuous Seduction Empower
Intimidating Paranoia Seduction


Flattery

Syntax
INFLUENCE <mob> WITH FLATTERY
Ego Battle: Seduction

The first order in the business of seduction is softening up your target with some flattering comments.


Supplication

Syntax
INFLUENCE <mob> WITH SUPPLICATION
Ego Battle: Charity

Poor you! You have no gold but your target is as rich as Trader Bob. Perhaps if you just ask really hard, he or she may give you something.


Distrust

Syntax
INFLUENCE <mob> WITH DISTRUST
Ego Battle: Paranoia

Spark the seeds of distrust in your target by revealing scandals that surround him or her.


Leadership

You can now command squads of any size. (Squads is a skill in the Combat skillset.)


Mockery

Syntax
INFLUENCE <mob> WITH MOCKERY
Ego Battle: Weaken

There's nothing more degrading than being mocked and you know how to push the emotional buttons of others to puncture fragile egos.


Admiration

Syntax
INFLUENCE <mob> WITH ADMIRATION
Ego Battle: Empower

The poor thing is looking a little down. Pump him or her up with a few choice comments.


CharismaticSmile

Syntax
SMILE

The power of your smile can no longer be denied, such is its charisma. Now when you smile, you simply shrug off any afflictions that cause disloyalty.

Additional Notes:
Smiling will use equilibrium if you are afflicted with disloyalty, but won't otherwise.


Charm

Syntax
INFLUENCE <mob> WITH CHARM
Ego Battle: Seduction

Charm the pants off a target with your suave and debonair self.


Divert

Syntax
DIVERT <mob>

With a simple diversion, you can snap your target's attention away from being fixated on a certain subject. This will stop a current ego battle in its tracks and allow a different type to begin.

Additional Notes:
You need to be at full ego to divert, and it costs half your ego.


Amnesty

Syntax
INFLUENCE <mob leader> WITH AMNESTY
Ego Battle: Special

Want to travel with impunity in the enemy's territory without having to parley with gold? Seek out the leader and convince him or her to grant you amnesty.


SuperEgo

Syntax
None (automatic)

Your superego has come to the forefront and from now on your ego will be more resilient during any ego battles you may engage in.

Additional Notes:
This reduces how much ego you'll use up when attacked or when spending it on influences.


Wheedling

Syntax
INFLUENCE <mob> WITH WHEEDLING
Ego Battle: Charity

In order to separate a target from his or her hard earned gold, sometimes it simply takes someone like you to talk fast and furious.


Conspiracies

Syntax
INFLUENCE <mob> WITH CONSPIRACIES
Ego Battle: Paranoia

There are many conspiracies at work in the land, and some just may be out to get your target. Who knows? Maybe it's true.


Appraisement

Syntax
ASK <village leader> WHAT WILL I GET FOR <gold> [FOR <person>]?

You can get the village leader to reveal how much amnesty he will give you in exchange for some sum of gold if you use Influence's parley skill.

You can also attempt to ask for another person, but he or she must be in the same room as you.


Derision

Syntax
INFLUENCE <mob> WITH DERISION
Ego Battle: Weaken

You can deflate a target's ego with spiteful comments that are just downright mean (though maybe true).


Praise

Syntax
INFLUENCE <mob> WITH PRAISE
Ego Battle: Empower

Sing the praises of a target in order to inflate their ego.


Beguiling

Syntax
INFLUENCE <mob> WITH BEGUILING
Ego Battle: Seduction

How can your target resist your charms? Surely, it is impossible with your powers to beguile.


Diplomacy

Syntax
PARLEY <target> WITH <amount> GOLD FOR <player>

INFLUENCE <target> WITH AMNESTY FOR <player>

Ego Battle: Special

Your powers of diplomacy are great indeed. So great that you can parley or seek amnesty from leaders on behalf of others.


CharismaticAura

Syntax
CHARISMATICAURA <ON|OFF>

By draining your mana to maintain an aura of such compelling charisma, you can emit an aura whereby you find yourself far more influential than normal.

Changelog:

  • Charismaticaura no longer allows someone to shrug disloyalty. (#1428 on 6-17-2018)


Villages

Syntax
INFLUENCE <mob> WITH <skill>
Ego Battle: Villages

Each city and commune grants up to three village influence skills which can only be used on villagers when the village is in play. Access to these skills depends not on lessons in Influence but on city or commune rank.


A Flower For You (by Munen)
Gaudiguch Village Influence Skills:
Liberty CR2 Liberate those who refuse to liberate themselves.
Freedom CR4 Spread freedom and let anarchy reign supreme!
Revolution CR6 Start the revolution! Cast off those shackles!
Glomdoring Village Influence Skills:
Manipulation CR2 Clever manipulations could turn the tide.
Intrigue CR4 A little intrigue to bring them into the shadows.
Trickery CR6 Trick the fools with outrageous promises.
Hallifax Village Influence Skills:
Accordance CR2 Reconcile differences and settle conflicts.
Assimilation CR4 Bring others into the collective through assimilation.
Collaboration CR6 Harmony begins through collaboration with the downtrodden.
Magnagora Village Influence Skills:
Shock CR2 Tales of terror to shock those who may reject Magnagora.
Awe CR4 Promises of power that Magnagora may bestow to inspire awe.
Brainwash CR6 Surely just a little grease will quiet the squeaking wheel.
New Celest Village Influence Skills:
Proselytizing CR2 Go door-to-door and spread the word of the Light of Celest!
Preaching CR4 Shine the Light of Celest upon the misguided with sermons.
Evangelizing CR6 Shout from every mountain top what is in your heart!
Serenwilde Village Influence Skills:
Lectures CR2 Sternly lecture against the dangers of civilization.
Recitation CR4 Who could not be moved by the poetry of Ellindel?
Oration CR6 A few words proving the equanimity of the Serenwilde.