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The MC can attempt to convert the NPCs under his influence to his own [[Religion]].  
The MC can attempt to convert the NPCs under his influence to different [[Religion|Religions]]. He can try to convert them to his own Religion directly, via the '''Interact > Talk > Affect > Convert!''' action. Or he can try to convert them to the [[Religion]] of someone else in his household, by giving that other person the job of an [[Assignments and Jobs - Educator|Educator]], activating the [[Assignments and Jobs - Educator#Spiritual|Spiritual]] template for that Educator, then assigning the NPC to that Educator.


This can only be attempted if the MC has [[The Player#Devotion|Devotion]] 100+. Attempts take 2 hours, use up 10 Devotion points, and sap Stamina from both parties.  
There are benefits to the MC having NPCs the same religion as him: he has [[The Player#Manipulate|Manipulation]] and [[The Player#Charisma|Charisma]] bonuses when dealing with NPCs of the same faith, '''IF''' his own [[The Player#Devotion|Devotion]] is high enough (see [[Religion]] for details). He will also experience [[The Player#Manipulate|Manipulation]] and [[The Player#Charisma|Charisma]] penalties when dealing with NPCs of certain other faiths, depending on his own [[Religion]] (e.g. -25 if the MC is Aesir and the NPC is CTM).


There are benefits to the MC having NPCs the same religion as him: he will have [[The Player#Manipulate|Manipulation]] and [[The Player#Charm|Charm]] bonuses when dealing with NPCs of the same faith, if his own Devotion is high enough (see [[Religion]] for details). He will also experience Manipulation and Charm penalties when dealing with NPCs of certain other faiths, depending on his own (e.g. -25 if the MC is Aesir and the NPC is CTM); see [[Religion]] for details.
There are also benefits to the MC for NPCs in his employ being of certain specific other Religions, depending on their role in his Household., because each Religion affects NPCs who are members of it in a different way. These effects may also vary according to the [[States (NPCs)#Devotion|Devotion]] level of that NPC. These effects are shown under each Religion [[Religion|here]]. Effects are usually activated at [[States (NPCs)#Devotion|Devotion]] 60+. Examples include: [[Religion#Asatru (Æsir)|Aesir]]: +3 combat damage bonus; [[Religion#Church of the Two Moons (CTM)|CTM]]: +50% [[Influence]] when working as a [[Assignments and Jobs#Herald|Herald]]; [[Religion#The Cult of The Elder|CotE]]: +1-3 [[Merchandise]] yield when assigned as [[Assignments and Jobs - Scavenger|Scavengers]]; [[Religion#Islam|Islam]]: +10 [[Assignments and Jobs - Accountant#Accountant Skill|Accountant]] skill; [[The Red Tide|Red Tide]]: no wages necessary.


There may also be benefits to the MC for NPCs in his employ being of certain specific religions (e.g. the combat damage bonus for Aesir); many Religion penalties and bonuses apply to NPCs as well as to the MC. See [[Religion]] for possible details.
The process of converting an NPC to the [[Religion]] of an [[Assignments and Jobs - Educator|Educator]] is detailed [[Assignments and Jobs - Educator#Spiritual|HERE]].  


An attempt to convert can be made through the Interact > Talk > Affect menu.
The process of converting an NPC to the [[Religion]] of the MC through the '''Interact''' > '''Talk''' > '''Affect''' menu is as follows:


Chance to succeed is determined by:
Attempts take 2 hours, use up 10 [[The Player#Devotion|Devotion]] points, and sap '''Stamina''' from both parties (2 points for the MC, 10 points for the NPC he's trying to convert). Attempts can only be made if the MC has [[The Player#Devotion|Devotion]] 100+; at lower Devotion than this, the option to Convert! will not be shown. 


* + the MC's Intelligence,  
Percentage chance to succeed is:
* + 0–30 depending on the NPC's [[Happiness and Affection#Affection Grades|Affection]] for the MC (+10 if 70+, +20 if 90+, +30 if 120+),
 
* - the NPC's [[States (NPCs)#Devotion|Devotion]] to their existing Religion,
* = the MC's [[The Player#Intelligence|Intelligence]],
* - the NPC's Willpower (or 30, if their Willpower is below 30),
* + 0–30 depending on the NPC's [[Happiness and Affection#Affection Grades|Affection]] for the MC (+10 if 70-89, +20 if 90-119, +30 if 120+),
* - 0–40 depending on how opposed the two Religions are,
* - the NPC's [[States (NPCs)#Devotion|Devotion]] to their existing [[Religion]],
* +15 if the MC has the [[Traits (MC)#Preacher|Preacher]] trait.
* - the NPC's [[Attributes (NPCs)#Willpower|Willpower]] (or 30, if their Willpower is below 30),
* - 0–40 depending on how opposed the two [[Religion|Religions]] are (see below),
* +15 if the MC has the [[Traits (MC)#Preacher|Preacher]] trait,
* +10 if wearing a religious [[Accessories and Equipment#Robe (MC only)|Robe]].
<nowiki>*</nowiki> Converting Aesir or Christian to Islam is at -40, CotE to Islam is at -30, Islam or Christian to CTM is at -40, Islam or CTM or Christian to Aesir is at -30.

Latest revision as of 08:18, 25 October 2025

The MC can attempt to convert the NPCs under his influence to different Religions. He can try to convert them to his own Religion directly, via the Interact > Talk > Affect > Convert! action. Or he can try to convert them to the Religion of someone else in his household, by giving that other person the job of an Educator, activating the Spiritual template for that Educator, then assigning the NPC to that Educator.

There are benefits to the MC having NPCs the same religion as him: he has Manipulation and Charisma bonuses when dealing with NPCs of the same faith, IF his own Devotion is high enough (see Religion for details). He will also experience Manipulation and Charisma penalties when dealing with NPCs of certain other faiths, depending on his own Religion (e.g. -25 if the MC is Aesir and the NPC is CTM).

There are also benefits to the MC for NPCs in his employ being of certain specific other Religions, depending on their role in his Household., because each Religion affects NPCs who are members of it in a different way. These effects may also vary according to the Devotion level of that NPC. These effects are shown under each Religion here. Effects are usually activated at Devotion 60+. Examples include: Aesir: +3 combat damage bonus; CTM: +50% Influence when working as a Herald; CotE: +1-3 Merchandise yield when assigned as Scavengers; Islam: +10 Accountant skill; Red Tide: no wages necessary.

The process of converting an NPC to the Religion of an Educator is detailed HERE.

The process of converting an NPC to the Religion of the MC through the Interact > Talk > Affect menu is as follows:

Attempts take 2 hours, use up 10 Devotion points, and sap Stamina from both parties (2 points for the MC, 10 points for the NPC he's trying to convert). Attempts can only be made if the MC has Devotion 100+; at lower Devotion than this, the option to Convert! will not be shown.

Percentage chance to succeed is:

  • = the MC's Intelligence,
  • + 0–30 depending on the NPC's Affection for the MC (+10 if 70-89, +20 if 90-119, +30 if 120+),
  • - the NPC's Devotion to their existing Religion,
  • - the NPC's Willpower (or 30, if their Willpower is below 30),
  • - 0–40 depending on how opposed the two Religions are (see below),
  • +15 if the MC has the Preacher trait,
  • +10 if wearing a religious Robe.

* Converting Aesir or Christian to Islam is at -40, CotE to Islam is at -30, Islam or Christian to CTM is at -40, Islam or CTM or Christian to Aesir is at -30.