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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, meaning target will be able to just ignore your influence attempts more and more often. 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. Your ability to overcome such resistance 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).

Ability Name

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

Special Org Skills.

Org Ability Name Short Desc.
Serenwilde Lectures Sternly lecture against the dangers of civilisation.
Serenwilde Recitation Who could not be moved by the poetry of Ellindel?
Serenwilde Oration A few words proving the equanimity of the Serenwilde.

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