Talk

Redirect to:

* Social Minigame
**Talk** is one of the options upon selecting an NPC. It brings up the Social Minigame window.

## First chat

The first time Chat is selected, the NPC is added to the list of known NPCs. Moreover, an initial Favor value is possibly added, equal to your Social Skill Level - 8, to which your Sect Reputation Favor is possibly added.

### Sect Reputation Favor

* if both you and the NPC are part of a sect with an Alignment, you get no sect Favor if your alignment are opposite, and a multiplier of 2 if they are similar, otherwise no multiplier
* if your Charisma is strictly below 6, no sect Favor, otherwise get a multiplier of

(
C
H
A
−
6

)

2

{\displaystyle (CHA-6)^{2}}
* your base Sect Favor is equal to your sect's reputation level.

## Options

When using the "talk" option with an NPC, there are four options, chat, discuss, act, and leave.

### Chat

Each chat will raise relations randomly by 3 to 6 until Favor reaches 30 or more. Chat will also make note of plot-important NPCs with their names in red.

If you're talking to a Cultivator and it has been 5 days or more since you saw a Secret chat and pass a 30% random check (repeatable), a Secret chat is told to you, possibly revealing plot-important NPCs.

### Discuss

Discuss is the main focus of the Social Minigame. Here you can talk about the person you're talking with as well as talking about other people. NPCs can be asked about their own favorites and dislikes freely, though if you find out their favorites, dislikes, and personal treasures from someone else, discussing these items will increase relations with them. NPCs will also have some knowledge of other people, which is where you should find out about weaknesses. Do not ask about their own weaknesses from an NPC directly, ask about it from someone else who knows about them. NPCs will have some interest in other sect members and you can raise relations by talking about the favorites and dislikes(if you already know them) of other people.

*See: #Discuss*

### Act

Act covers two actions :

* Invite someone to visit your sect : requires 60 Favor, the NPC will visit your sect within 2 to 5 days of the present time. As it is based on the time elapsed on the current map on not the time at your sect, it may be longer than you expect.
* Give gifts : requires 20 Favor
	+ if the item is neither a Favorite nor hated item, add Favor equal to the gift's tier +/- 20%
	+ if the item is hated, lowers Favor by 25 +/- 20%
	+ if the item is one of their Favorites, improve Favor by 25% +/- 20%. Moreover, if their Favor is 70 and the recipient hasn't a Greedy personality, you'll be rewarded by one of their random Personal Treasures.

## Discuss

Your chance to sucessfully talk about a topic depends on a random check whose success is defined by

10
∗
(
S
o
c
i
a
l
C
o
n
t
a
c
t
∗
3
F
a
v
o
r
−
T
o
p
i
c
D
i
f
f
i
c
u
l
t
y
)

{\displaystyle 10\*(SocialContact\*3+Favor-TopicDifficulty)}

% (possibly going over 100%), where SocialContact is the Social Skill Level. If you don't have 100% chance to succeed, as long as your chance to succeed is positive you can repeatedly ask for the same information (or raise the Favor again, then ask again).

### Discuss others

You can either ask them about something or give them information on someone. In case they're interested in the person and you haven't already mentioned the info, they'll gain randomly between 10 and 20 Favour (10 to 15 for Traces). In case they don't know the NPC mentioned or are not interested in them, telling them will have no effect.

When asking information, you have to consider the Topic Difficulty as detailed in the table below.

If the NPC is Vigilant, the chance to succeed is divided by 2.

#### Getting another information on the same topic

When you're asking about an information whose topic has several items, like asking for a favourite item for someone that has 3, the discusser will tell you if they know an information on the same topic in case the exact information asked isn't known. However, due to a bug they'll remember telling you about the information you talked about instead of the one they told you, so it's possible to earn favour by telling them that information back, as long as they're interested in that NPC.

#### Traces

In case you're asking for someone else's Traces, it will automatically fail if your Favor is <50. If the NPC is Vigilant, the chance to succeed is divided by 2. In case of success, the mentioned NPC will be assigned a random place on the World map 95% of the time and inaccessible in the 5% of the other cases, "Wandering around on adventures." This is valid for 5 days upon which the information expires.

Moreover, as long as the check is successful and the talker is interested in the discussed NPC, they'll always knows where the discussed NPC is.

### Discuss Themselves

NPCs can be asked or told about themselves, which is how you can break their Emotional Guard through discussion and obtain their Friendship Manual. Directly asking is harder than asking others about them. You can't directly ask about Mystery, you have to know from someone else that they're related to a Mystery then discuss it with them.

#### Asking Information

* If the NPC is Vigilant, the chance to succeed is divided by 2.

* Just like when discussing someone else, the game will check for other informations on the same topic, with the same bug.

#### Telling Information

For most subjects, when they're told information about themselves :

* In case of success, adds randomly between 10 and 20 Favor.
* otherwise, removes randomly between 5 and 10 Favor.

See exceptions below.

#### Mention them

Just mentioning them by name won't have any effect.

#### Mystery

A successful Mystery discussion will unlock the clue the NPC knows on that Mystery.

#### Traces

* when asking, the success chance is 100% if Favor is equal to 60 or above, otherwise it has the usual rate.
* If your favor with them is <50 or if you previously searched this NPC's unconscious body, this subject will lower your favor randomly by 5 to 10.
* if you already know that info, it doesn't have any effect.
* otherwise, it will add that info and increase your favor randomly by 10 to 15.

#### Weakness

Discussing a weakness with them is one of the ways to lift their Emotional Guard. Withdrawn NPCs cannot have their Emotional Guard broken this way.

#### Secret Knowledge

Successfully discussing their Secret Knowledge when you already know the information (see above) will result in them giving you an Unorthodox Manual of the stated type, and of their Law's Element, whose strength depend on the Cultivator stage. The Friendship manual obtained will have a difficulty stage lowered randomly by 2 compared to their Cultivation Stage (not level), down to Qi shaping. This doesn't lower the Manual values however.

## Tips

* Sect Leaders are Primordial Spirits, so fellow Primordial spirits are more likely to know information about them.
* Another consequence is that Sect Leaders are a popular topic of discussion. Finding more about one is a great way to start any series of Talks.
* Remember you can ask for / tell the same information several times. However verify that your chance to succeed isn't 0% first.

## References

1. ↑ `Wnd_JianghuTalk.JustTalk()`
2. ↑ `Wnd_JianghuTalk.AddTalkData()`
3. ↑ `Wnd_JianghuTalk.TalkAbout()`
4. ↑ `Wnd_JianghuTalk.Invite()`
5. ↑ 5.0 5.1 `Wnd_JianghuTalk.GiveGift2Target()`
6. ↑ `XiaWorld.GameDefine.JHNpcKnowOtherBaseP, 2nd value`
7. ↑ `Wnd.JianghuTalk.TalkAbout() in the switch, g_emJHNpcDataType.Track case,` it is never checked if the Talker's NPC actually knows the Traces information.
8. ↑ `XiaWorld.GameDefine.JHNpcKnowOtherBaseP, 3rd value`
9. ↑ 9.0 9.1 100% if Favor is 60, see below
10. ↑ `XiaWorld.GameDefine.JHNpcKnowOtherBaseP, 5th value`
11. ↑ Not subjected to check, see below
12. ↑ `XiaWorld.JobSeachNpc.OnLeaveJob()`
13. ↑ `XiaWorld.EsotericaMgr.RandomEsoterica(string, ...),` the generated Manual's `Value` and LvL don't depend on the `GLevel`