Influence

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.
Category:Skills
Category:Common Skills